PlaneShift

Gameplay => Wish list => Topic started by: Evanchild on August 07, 2003, 07:18:33 am

Title: I've given this list a lot of thought. major game changing stuff here.
Post by: Evanchild on August 07, 2003, 07:18:33 am
the first thing i would liek to see in this game
1.Guilds. each guild would have territory. it could be expanded by placing buildings further away from the center. or some flaging thing could be put in.
2. Resource management. that would be good. would bring the best of games together as one. you would make axes to speed wood production and such.  
3. Building and free large world territory.  this would be nice if resource management was implemented. then each guild could work together to make weapons and a large city like area to wage wars with other guilds.
4. take the manboobs off the human male.  

i\'ll put more on later. i lost my train of thought.

without some of this stuff we got ourselves here a grade A everquest clone.
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Post by: Kuiper7986 on August 07, 2003, 07:05:34 pm
then you should play Everquest...

:)
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Post by: Xalthar on August 07, 2003, 07:30:56 pm
Bah! Planeshift will never become anything like the horrors of everquest.. It\'s already a lot different, and I\'m not listing all the points because comparing something with everquest would take too long, since all points in PS are better than tose of EQ... Some of your ideas have been discussed before, though, and if you took your time you might find them and see if the thread is worth reviving...
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Post by: Evanchild on August 07, 2003, 08:46:02 pm
but resource gathering would be cool. you could have mines and research stuff in universitys. and hire npcs to do stuff. or just get a lot of members in your guild to do it. and have guards and such
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Post by: Abemore on August 07, 2003, 10:44:26 pm
you want to have mines and research stuff in universities... you should play A Tale in the Desert (http://www.atitd.com/)
It just may be right up your alley.  I hate that game, so you\'ll probably love it.

In addition, Planeshift isn\'t even a game yet.  You don\'t know how it will turn out or if it will be anything like everquest (except for the crappy typing to NPC\'s part).  To learn more about why everquest sucks visit this thread (http://www.planeshift3d.com/wbboard/thread.php?threadid=4970&boardid=19).  The PS Dev\'s are good people.  They would not make a clone of such a flawed game.

[EDIT: as it turns out... yes they would.]
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Post by: Evanchild on August 07, 2003, 11:27:33 pm
i was a beta tester for atitd :) but it gets old after your in the only guild with all the techs and waiting for teppy to make new stuff.  what that game needed was wars between guilds. they were far enough apart back then it would have to be planned.
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Post by: en3r0 on August 08, 2003, 12:14:26 am
i would like to see guilds have terrorys that can be fought over...
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Post by: Abemore on August 08, 2003, 01:54:47 am
Quote
Originally posted by Evanchild
i was a beta tester for atitd :)
well, that explains it.
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Post by: Drilixer on August 08, 2003, 01:59:58 am
like someone up there said.. *arg dont feal like scrolling*... these things have been discussed.  Territories are an interesting idea but how would you want to implement limits on expansion... are buildings going to be destroyable... or capturasble... or do they deteriorate over time... if you want to suggest a new system (as compared with what lol!) you had best think through every point of it so that we don\'t tear it apart... or so that the slower of us can understand your original intentions.  As for the \'speeding up woodcutting\' by making axes... yeah thats already in here by means of guilds who can have their smiths make axes, that members can use to double/triple/quadruple etc etc their wood flow... but if you mean like in warcraft where you develop permanent guild \'buffs\' for research or whatever... probably not the right game for you.  And it sounds to me like you wnat this to be a real time strategy game.  Combo real time strategy/first person games are fun... but that\'s not Planeshift :P

EDIT: oh yeah the man boobs... you don\'t find that oddly attractive?
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Post by: Evanchild on August 08, 2003, 02:43:08 am
well in atitd the public buildings deterorated constantly erm or whenever any public user was online. but there were 100-2000 players on in the 2 week ender session so it was never empty.  but the guild owned building deterorated when a guild member was online. liek in my guild the builging wuld deteriorate at a (7-12)1% an hour on average and past 50% needed repared.  but when the whole guild was on they went at (35 people) 1.75%/hour or something like thatwhen just one person was on it was like .25 an hour. public building it mattered how populated the area was. like near a university they went pretty fast liek 3% because if it were lower it would promote over population.  the ratios were different for a single player owned, guild owned and public. so it wasn\'t like .25% for one and .7% for any additional or anything because then pub mines would disapear or need repair constantly.  

The buildings would have to be seizable. as would the guild HQ\'s like if you took a building it would have an assimilation time in which you had to keep it for so long before it became yours and you could use it. but this is nto a RTS because in an RTS you command villager but in an rpg you are the villager.

any more questions please ask.
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Post by: Drilixer on August 08, 2003, 03:04:40 am
I don\'t think many people would like deteriorating buildings... becomes quite a hassle.  And you need to come up with an original system.  Using atitd\'s system won\'t be accepted since the devs will only look at work that will set Planeshift apart.
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Post by: Evanchild on August 08, 2003, 03:27:34 am
well then just drop the deteriorating thing but the assimilation thing is something i came up with and is origional. but we need a way to make it so there are nto just a bunch of random buildings and eventually go away. possibly a maintenence system like a building needs to be maitained every 72 hours. by the owner/guild/or a public person.
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Post by: Drilixer on August 08, 2003, 04:17:10 am
hehe, that wouldn\'t be fair - even gamers go on vacations :P
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Post by: Evanchild on August 08, 2003, 04:39:03 am
then make it a rediculously long time like 3 weeks. if it is that long you could hire somebody to do upkeep.  and if nobody is active in ur guild for 3 weeks ur guild sucks.
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Post by: Drilixer on August 08, 2003, 05:57:00 am
hehe guilds are one thing - but most people wouldnt trust other s on their private property - that is where you store your personal property right?
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Post by: Evanchild on August 08, 2003, 06:05:08 am
like thongs and sex toys?
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Post by: Evanchild on August 08, 2003, 06:28:31 am
then i guess onlye group shared things would haev the 3 week timer?
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Post by: en3r0 on August 08, 2003, 11:09:25 pm
lets just make this thread a place to devop. the system PS will use for buildings.

lets think reality. Your house dosnt deteriorate that fast. Your house will most likly stand still for centerys all by itself. Of couse your house is not alone, weather takes its toll on it.

I would say there will be alot of battle between guilds, so much in fact that you will have to have the whole guild online to get a building up with out being attacked before its finished.

solution: Zones, there should be public peace zones for the people who dont really want a guild, or are in a guild but want peacful place to stay every once and awhile.

about the buildings now, they should be very hard to bulild, at least strong ones should. They should also be very hard to destroy (stong ones again)

how strong they are should depend on the material they are made out of. stone and a cemeint-ish type mixture probly being the strongest. loose wood the weakest?

I imagain the strongest guilds will be able to build almost castle like structures for their members..

tell me what u think...

God bless,
-en3r0
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Post by: Drilixer on August 09, 2003, 03:28:16 am
I think mages of the brown way should be able to asist builders make nearly indestructible buildings...
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Post by: Evanchild on August 09, 2003, 05:09:27 am
wel if a bukding was almost indistructable wouldn\'t you want it for your own? and assmilate it?
and if you had peace areas they would be for certain buildings only ie: anything to do with non-war materials like a armory, nto in the peace zone. and then u get people trying to buld there forts in peace zones to avoid attack.
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Post by: Drilixer on August 09, 2003, 05:42:45 am
... Evan child write a long post and explain what you are thinking... this just isn\'t really clicking for me right now :P
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Post by: Evanchild on August 09, 2003, 07:20:23 am
Ok. this is what i got out of the whole thread a quick over view

1. borders, good.
2. debating on how buldings will be destroyed and decay.

ok for waht i get from it.  You can just destroy buildings. I assume you will gather wood and stone to build new ones.  What if a guild had a cool castle that you wanted and did not want to save all the stone wood and other resources needed. so you take it over (fancy word assimilate it)  For this to happen you would need to keep it under your control for a matter of time. undecided.  And then it would be yours.  and this would expand your territory so you could then have 2 bases.
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Post by: en3r0 on August 10, 2003, 02:11:04 am
thats what I was just thinking... Making a building takes a long time, so dos destroying it. But taking it over could have great benifits, such as if the guild members in the guild are defeated or surrender, then everything in side the building are yours.

since taking over a building could have such great benifits, it should be quite hard so accomplish. You should have to control the building for 10-15 min. (control should be no enemys in the entire building)

Once the limit is up, all property becomes the guilds, or if it was not captured by a guild, it should become FFA/no 1s property/claimable.

new ideas*

moats* luxury buildings/stuff* booby traps* designing custom bulidings in game*

God bless,
-Jag

reply to topic:
I think only houses should be able to be built in peace zones. besides shops.
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Post by: Drilixer on August 10, 2003, 02:15:51 am
hmm, I\'m beggining to think being able to destroy buildings isnt such a good idea
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Post by: Evanchild on August 10, 2003, 06:23:14 pm
Quote
Originally posted by en3r0
thats what I was just thinking... Making a building takes a long time, so dos destroying it. But taking it over could have great benifits, such as if the guild members in the guild are defeated or surrender, then everything in side the building are yours.

since taking over a building could have such great benifits, it should be quite hard so accomplish. You should have to control the building for 10-15 min. (control should be no enemys in the entire building)

Once the limit is up, all property becomes the guilds, or if it was not captured by a guild, it should become FFA/no 1s property/claimable.

new ideas*

moats* luxury buildings/stuff* booby traps* designing custom bulidings in game*

God bless,
-Jag

reply to topic:
I think only houses should be able to be built in peace zones. besides shops.

yeah houses, storage units, shops, pubs, anyhting that is not at all war related.
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Post by: en3r0 on August 13, 2003, 10:05:21 pm
if buildings were not distructable, then there would be an over population of buildings...

you should be able to capture a building, but it should be harder than destroying it.

God bless,
-Jag
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Post by: Helgroth on August 13, 2003, 11:25:35 pm
Okay First of all, Problem with PC\'s Building Castle = Faction of PC and Not all Guild Members online, /who all GUILDNAME will make it too easy for a single guild to take over an almost defenseless city, GO READ THE DRAGON EMPIRES FORUMS, Evan didnt think of the assimilate hes stealing it from codemasters, Now then PC\'s build a castle structure it woulc conflict with the already established government, therefore NPC guards and citizens would attack.. Wouldnt make sense them just killing over and letting the guild build such a structure to let everyone know they are in charge, Now then Taking over of buildings... Main HQ no, Homes and Business buildings, Yes, As far as HQ goes you should HAVE TO HAVE one if you want a guild make sense? and.. i feel that if your guild is a Rogues guild WTF would they want a Castle
They would want an inn with a cover operation going on upstairs.. for HQ only an idiot would build a castle, thats saying ATTACK ME, i say PC\'s cant build castles nothing that large would effect the world too much could also cause the economy to become unstable allowing such things by players


Now Players building buildings sure.. just nothing that large.... Guild wars = FUN for sure, only thing is.. Bothe leader s must be on.. both accept the war Declarance and then a bit of CTF / PVP would commence now in this case the conflicting guild would beable to take any of the other guilds buildings MINUS HQ, and when the war is over which ever Guilds Leader Dies.. is the loser the remaining guild wins if their leader isnt dead.. All building Captured remain under the new guilds control until take in another war.. Now i do Believe that NPC guards should be hireable.. Thus you just go talk to a Captain of guards.. Agree that he recieves so much to pay men.. Those guards are not visible unless someone attacks your merchant or otherwise.. almost as though as if alarm goes off spawns the guards who should have been there but werent to cut down on frame lag from over populating with NPC\'s.. :)

Well i hope that lays down some Real structure to what this thread is to become
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Post by: en3r0 on August 15, 2003, 10:29:47 pm
i know buildings that big would mess alot up, thats why they would be near impossibile to build... only guilds with 1000 + members could even think of acheiving it...

rarest of the rare...

God bless,
-en3r0
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Post by: Dureus on August 15, 2003, 11:48:54 pm
going back to en3r0 comment about over populaion of houses. I think that each member starts off with a small plot of land which they can build on. But they will only be able to own 1 plot of land at a time. But when they get more  cash sort they can buy a larger plot of land else where and then have to move from the old 1, you could have a choice of selling the house or razing it so a new player can have the land. But these plots are no PvP and only people u invite are allowed in them to a maximum of 4 people or something.

As for guilds they start off with a larger plot of land and they can build guild halls on them. Guilds can have one guild house plot and then can open pubs, weapon smiths and other sources of income on smaller plots of lands which other players can come into and buy items that the guild members have donated to the guild and get a profit set by the guild leader. Certain areas are off limits to people unless they have been invited to work there or something and the guild leaders can choose certain areas to be no PvP.

As for assimulating buildings i dont think this is a good idea, but thats my personal thoughts.

As for building time it should be like 2 hours per a meter of wall and then it takes 5 minutes X the total base area of the building to finilise the building (Eg. putting on the roof).

As for costs im not really sure because im not entirly sure how this game works.

If any1 did bother to read this, cheers. Sorry if i doesnt make sense.

Cheersen
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Post by: Evanchild on August 16, 2003, 12:04:23 am
i didn\'t steal assimilation form codemasters becasue i don\'t knwo who they are.

i thaught it would be good to take over building rather than blowing em up so i looked the word up for it at dictionary.com
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Post by: Drilixer on August 16, 2003, 02:58:26 am
actually that would be a nice idea - if there are NPCs who sell land for people to build on then the devs can indirectly alter who can build where...
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Post by: Evanchild on August 16, 2003, 03:59:45 am
that sounds kinga bad.  i like the idea all territory is free but you can\'t build on othere people land unless you get permissions.
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Post by: en3r0 on August 18, 2003, 03:14:52 am
I dis agree about owning 1 land plot. I personaly would like to buy and sell plots of land.

What dose every 1 think about the details of capturing/destroying buildings in the pvp area?\'

God bless,
-Jag
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Post by: Dureus on August 18, 2003, 11:25:31 am
What i ment was noobies start off with a plot of land which is small, they can build on it and then sell it to another noobie on it or sell it back to a NPC who would demolish the house and a noobie would then get the land free so then you are able to buy a bigger plot of land. Unless, you could say we could have to plots of land. i dunno.

The thing about capturing/destroying buildings in a no PvP area is a bad idea, I mean any person could walk into your house or start destroying it and you cant hit them back. So i suggest that buying plots in a No PvP area is more exspensive then buying one outside the city.
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Post by: en3r0 on August 18, 2003, 04:23:33 pm
yes, buildings would not be destroyed/captured by other ppl in a non-pvp area, that would just suck.

but I mean what if the n00b dosnt want to sell his plot of land... what if he makes enough money and wants to but another plot in town, or buy out his neighbors plot.

then he could eventualy buy out his sourounding neighbors, and sell the plots as a whole deal.

thats why i think itd be better to be able to own more than 1 plot. I do agree about selling it to a ncp and that tho.

God bless,
-en3r0
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Post by: Monketh on August 18, 2003, 05:36:37 pm
Which of course opens up a new job, real-estate.  Of course you can\'t buy out your neighbors out of the blue, you\'d have to make a deal.  I\'d certainly like a free plot when I start, but how would you determine which plots to give newbs?
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Post by: Nadius on August 18, 2003, 06:52:02 pm
well look at this if everyone started with land what would stop you from making 100 characters and selling your land to your main...

and buildings should be a refuge for people not an objective for an enemy...

look i think yes we should beable to build player run cities lol but i dont think they should be decayable\\or destroyable... i think the big guild halls should just take lots of time to build and lots of money

i think plots should cost alot!

I dont wanna see 100000 shacks for all the  n00bs

i wanna see houses cost soo much that you have to be a experianced gamer

and as far as guild halls and guild houses... a guild war should not depend on the leader all guilds are not run by the founder alot of then have a council system ... so having the \"leader\" of the guild be the target of a guildwar isnt good ..  and guildwars are not like random pkers when you have a guildwar its about honor not loot and land and such


This game isnt based on guild combat thats just another aspect...
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Post by: en3r0 on August 19, 2003, 02:46:03 am
Yea, if n00bs all got a plot of land... it would be disaster...

plots shoud be very very expensive...

But I think if players are to build their own towns, then perhaps a new feature should come into play...

after so many ppl settle in an area, it should become non pvp area... but that idea presents the problem that after a long time, there will be no more pvp area.



*towns wouldnt be destroable, just the buildings built in pvp.

sure there is honor in wars, but why not get some loot after the figting is over? why not gain another building for the guild?

GOd bless,
-Jag
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Post by: druke on August 19, 2003, 06:25:31 am
realestate/land plots- i think these shold only be avalible to large guilds (25+ higly active) or toherwise very expensive.

Now for the random house, the devs could pop houseing in the town making wall to wall building, and adding the town on as neeeded

problems with thos is inactive players, if they are inactive say..a month and a half, there house goes up for sale, everything in it (if sold) is moved to a store house(just a place to store while looking for another house maybe the size of a shack) when he comes back on he has the money from his house an is free to by another of the same price for no problem.
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Post by: Drilixer on August 22, 2003, 03:25:55 am
if you read you would see that the only people who start out with a \'plot\' of land are the devs themselves... if they so choose of course
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Post by: en3r0 on August 22, 2003, 05:47:49 am
I want to be a dev :p

God bles,
-Jag
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Post by: Dureus on August 22, 2003, 06:05:17 pm
ok, good point Nadius. Ok, nOObs could start off in a refuge for homeless people. :) . but then again that would be one hell of a big refuge. Unless people who have houses already can rent out rooms to noobs(which isnt compulsery for all u noob haters out there)

And as for the no more PvP point we should just have set bounderies around specific points or just a set number of plots.

I liked the idea of some1 saying about merging plots and then flogging it off at a higher price.

I think it would be a good idea for guilds to found there own cities, extremly exspensive to do, and then can sell the plots if they want or they can build on the plots themselves. Owning a city should turn the guilds status into a councel and not a guild.
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Post by: Tinniez on August 23, 2003, 12:05:04 pm
I have played planeshift a total of about an hour, I already like it better than everquest and it is way different, I like the idea of guild territory, i found another game called darkfire that has guild houses that you can buy which i think is pretty cool.
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Post by: Drilixer on August 24, 2003, 03:06:10 am
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Originally posted by Tinniez
I have played planeshift a total of about an hour, I already like it better than everquest and it is way different, I like the idea of guild territory, i found another game called darkfire that has guild houses that you can buy which i think is pretty cool.


I think we all can\'t wait to see how the \'builder\' skill/system turns out
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Post by: Evanchild on August 24, 2003, 05:41:39 am
well starting off with land is bad becasue u don\'t get to choose were it is. and buying ur first plot of land is kinda dumn.  you should have to go explore and find undevelopped area and build there. and territory could be represented by expanding flags.  i\'ll post a concept pic later.

here it is: (http://img.villagephotos.com/p/2003-8/221204/concept-territory.jpg)
the flags are not to scale. maybe just a little colored banner ona  stick would do for ingame but they would be at every corner.
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Post by: en3r0 on August 26, 2003, 10:09:53 pm
very nice idea with the flags, hadnt thought about that.

I also like the idea of clans founding citys, but i dunno if the devs would go for it.

To become a city, i think you should have to build walls around it. Then of course make sure your city is very secure so ppl will migrate into it.

God bless,
-en3r0
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Post by: Drilixer on August 27, 2003, 03:41:36 am
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Originally posted by en3r0
very nice idea with the flags, hadnt thought about that.

I also like the idea of clans founding citys, but i dunno if the devs would go for it.

To become a city, i think you should have to build walls around it. Then of course make sure your city is very secure so ppl will migrate into it.

God bless,
-en3r0


although that sounds good at first... I think building cities and buildings is going to need alot of regulations... we dont want powergamers and every other guild to start popping up cities in the middle of nowhere with shoddy storys that would blast holes in the game... we would eventually have gay shit like \'star wars land\' or \'Mario\'s castle\' popping upo if these things arnt carefully watched
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Post by: en3r0 on August 28, 2003, 06:25:19 pm
yea, i think if there are player made citys, you need to talk directly to the devs 1st. that or there is a council building in the game, and the devs set what goes on, and then u ask the ppl in there.

God bless,
-Jag
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Post by: Isgrimnur on August 28, 2003, 07:42:45 pm
I\'ve posted this idea somewhere else on one of the other building threads but I\'ll repeat it here.

A way to control the numbers of buildings built by players would be to have some sort of Planning Permission system where a PC wanting to build a building must submit their proposal to the local council (Devs) for approval. The proposal should include:

Size of Building
Type of Building
Style of Building
Name of Building (Such as BLABLA Tavern)

This could then act as a control for the building industry.


Also I think that destructible buildings are a must otherwise after a year or two we\'ll have masses of PC created buildings just sitting there. In order to manage this in cities you just have powerful NPC Police who if you attack a building will attack you untill you pay a heavy fine. If a city guard is killed another one just spawns this will mean that if you attack a building in a city area you will either be killed by the guards before you can destroy the building or will be forced to flee the city and live as an outlaw untill the fine has been paid. Either option means that it would be pointless attacking the NPC cities (including PC buildings in them).

PC cities on the other hand would require that the builders be rich enough to hire these powerfull NPC guards but the theory would be the same.
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Post by: Evanchild on August 31, 2003, 04:42:37 pm
well being restricted to just building in pre built ities would suck.  you should be able to just plop stuff down anywhere.  that would be the reason for dtereration.  so if somebody builds his stuff right out side a city gate and never comes back...     i also think there should be an area within the area of the city that can\'t be built on.
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Post by: Drilixer on August 31, 2003, 10:17:12 pm
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Originally posted by Evanchild
well being restricted to just building in pre built ities would suck.


true... but running into out-of-character areas full of random architectural styles or poorly modeled buildings would be much worse
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Post by: Samoth on September 01, 2003, 01:19:41 am
A local planing councel to approve every building seems like a lot of work.

Let\'s take a page from how it\'s done RL.  The city councel (devs) zone areas for building - residential, comercial - cim city like.  Local and guild leaders can petion (forum posting) the city councel to add more zones or change zones.

Buildings can not be built outside their zones.  Also some restrictions exist about building too close to other buildings, etc.

Builders (building skilled players) apply for licences once they are skilled enough to create a building.  They need to keep up with all the local rules on style, etc. or possibly loose their licences.

Building not created to within the local guidelines might possibly be distroyed and the builder fined.  The owner would receive fair morket value.
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Post by: Kinoss on September 01, 2003, 02:01:14 am
allowing buildings to deteriorate, sorry for the spelling, should not be added, its annoying as hell in SWG!