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Messages - muffinnn

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1
Wish list / good idea
« on: May 09, 2003, 04:58:54 pm »
Alot like the real world, on paper ! Alot of cpu load charge for a server side world base though :(

I do think it\'s possible to make it work with some effort and it would give alot of freedom!  

Question : are you working in the market field ? :P

muf

2
Wish list / About a spell language
« on: May 09, 2003, 04:53:57 pm »
If happy of the warm welcome this idea got! I think elminster\'s post reflected most of my idea for those who didn\'t understood my primary post. Now, since it\'s an open project, anybody can help developping the game. I do have some c++ experience and am willing to invest time coding, even if i don\'t have much of it free(sick!).

First, let\'s say it is some idea we could apply to any class of character. Let it be fighter, rogue, wizard, monk.  Each of those need to learn their respective skills which, for now, are given with level acquisition.  For exemple, a fight could learn his moves: by experiencing by himself or by being thaugh how to. I remember the game \"die by the sword\" where the character could make a whole lot of specific moves, some of which where really wicked!, by using the keypadnumbers. Each number was refering to a movment dirrection so a character could use his own sword the way he wanted. I\'d say that before the movment become fluid, he need to practice alot !!! again there is the armor weight, weapon weight, etc. One\'s character should be able to develop the ability to lift more weight as time goes on and as he\'s been lifting some weight near his weight lifting limit... etc.  Let\'s say that way he would develop his muscles with \"efforts\" through \"time\".

Now about a spell language.  I need some ideas on how you would like to see it become. I mean, what do you feel your character must learn to say a spell. I think part of a spell should be obvious and part should be irrelevant, hidden, unknown, etc. In this game we also have schools of magic in which the character can be \"born\" proficient. I think those school and the amount of focus\"points\" you put in each specific area, should enabled all the school specific magic keywords for a character, not the other keywords for other classes. Therefor, one who his proficient in blue and death could learn those spells by himself but, to learn other spells outside of them, he would need to relly on other party help(teaching but not necessarily from books because it would allow to many cheats but we could get rid of most of those cheats i think).

The way i currently see it :
A-  -> those would refer to the school/god of magic and the server or the client side would use it to check if the user as the keywords enabled to use it. One or more schools are usabled i think up to some kink of max.

B- \"now the hard part!!!\"
    1)here the user should specify which components of the world/magic he wanna use in his spells. -> only server would check if he can use thoses.
    2)after that, the wizard whould need to specify how he want to manipulate thoses forces, what he want to do with them! This is where i would put any type of locking based on the user level/experience and on the user use of specific forces manipulations! -> both client and server side checks.
    3)his spell closing in which he would also give a spell name. -> server side check only.

C- not yet sure what to put in there. suggestions?

Of course, everything in those areas would be working with sentences but the checking would be done with keywords. That way a user could use his own language to create the effects he wants!

This system would work well as a sub-class of a more general character class and it would be alot of work!!! but i think it worth it.

what you think ?

muf

P.S.: Sorry for any spelling mistake

3
Wish list / Magical dialect
« on: May 07, 2003, 07:42:19 am »
Magical dialect : Language used by a wizard to give magical properties !

WEll, after reading a post where an admin pointed out that a blacksmith could want to play his whole game collecting items, making them, selling, trading and so on, i though, what if the same could be applied to arcane related activities...

What do i mean is this :
let\'s say we have a sorcerer, wizard which wanna learn a spell, any spell. Either he can be told how, he can read how to do it, but later on, after becoming master of the arcana art, he might be able to make some spells on his own. Now, how could he make a spell... well believe it would be based upon the wizards knowledge of the magical dialect.

Developpers could create such a language.  And the wizards would have to learn how a spell work to use it, no more easy spell learning.  Arcane schools could also get an use there for teaching. one could work as a teachers, researchers etc.

Another good point that i see is that it would be more involving to play a wizard that way.  And by creating such a dialect at the source, none would be able to cheat it.

suggestions on how any spells could base it\'s efficiency on the character level :
1- Character MUST know the spell.
2- intelligence can affect the % of time the spell can work. sometimes it will, sometimes it won\'t.
3- character LEVEL could also affect the % of time a spell work but also the amount of damage a spell can do at MAX.
etc
 i think stats for any spell known should be available to the player anytime and that the more you use a spell, the more PROeFicient with it you become.

i\'d be really happy if people could post their opinions, good or bad. no need for flaming though, anything constructive is welcome.

Peace :)

Muffinnn

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