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Messages - Tylyu

Pages: [1] 2
1
PvP,PK and Thieving /
« on: December 28, 2003, 10:32:01 pm »
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My question for you is how would your idea work regarding levels since there will be no levels in the game ?


I think levels are must-haves for MMORPG.
Anyway, skills are gonna increase, won\'t they ?

2
PvP,PK and Thieving /
« on: December 28, 2003, 10:19:08 pm »
Or give an Exp or whatever maluses to players beeing killed because of PKing ...

This way Rogues\'ll still be able to increase theirs skills, but they\'ll have to not get caught

Well, you can also say you lose exp when being killed, but won\'t be so hard as if you were PKing. Let say you lose 1 or 2 fights equivalent when beeing killed, and 1 or 2 level(s) if you were caught Pking ...

Hum, more or less, this\'s just an idea

3
Wish list /
« on: December 28, 2003, 10:05:55 pm »
Yes, great.

It\'s going the same way the msg I posted on \"Templated Generated Quests\" in that other tread, with kinda scripting, but you\'re adding better interface.

Nice one.

4
Wish list /
« on: December 28, 2003, 09:58:25 pm »
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If you think the computer is going to be a cyber game master that is able to make dynamic quests on-the-fly you can forget about it. It isn?t going to happen. That kind of artificial intelligence is way beyond the scope of building a videogame. You still got to have a person designed the quest.


You\'re right, but it could be genereating pseudo on-the-fly quests by using templates, such as :

SAY TO ( >= <#>)
FIND (Condition) IN
GET TO
KILL <#> (Condition)

Where <> objects are replaced by randomly chosen ones of the specified type according to Condition.

If Coders implements the first one I suggested, Server might generate Strengh for and 25 for <#>, so, the quests becomes : SAY TO (Strengh >= 25)

Then, the Server selects a random player from the ones with Strengh >= 25 (say Player), generates a password (say Password), and the quest \"SAY \'Password\' to \'Player\'\" has been generated.

Could also generate a random number of conditions for the Player list ...



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Why can\'t I say \"get me this and I\'ll pay you, it\'s not like you could use it anyway\"? And if he doesn\'t give it to me, too bad for him.


Well, I don\'t see why you couldn\'t ... In the actual state of the game, you can already ask any player to do something, and if he\'s done it, you just give him credits. I don\'t see how the server should interfeere with that.

Oh ! You mean having somewhat interface with \"X will give 50 rubies against Y information or Z object\" written on it when someone\'s asking for ?

Well, this could actualy let the player ask multiple players to do that quest and revoke the contract when anybody\'s got the job done. So if anyone gets the job done before you, you get some kinda \"You\'re too late\" message ...

5
PvP,PK and Thieving /
« on: December 28, 2003, 02:57:16 am »
Well, let\'s say slapping\'d require skils in dexterity and melee.

If you get slapped but don\'t want to face, you get some popularity maluses, whereas the slapper gets popularity bunses ... 8)

kinda \"honor\" you\'ll need to defend

6
PvP,PK and Thieving /
« on: December 28, 2003, 02:53:33 am »
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Yes hopefully there will be admins but usually they will be to late to stop most of the action

Yea, just hope we won\'t need to go that far :!

7
Wish list /
« on: December 28, 2003, 02:49:24 am »
I think I got what\'s your idea.
Or at least something that\'s going your way, Davis ...

You mean about randomly generated quests that could be assignated only once : If I come and talk to Rinna (for instance), she might be asking me : \"Would you be nice enough to do this (Y/N)\"

If you answer yes, you get the job, and if anybody else come then, she won\'t be asking them anything (but maybe another randomly generated quest, that has nothing to do in particular with the previous task).

If you answer no, then she\'ll ask the next player she\'ll talk to.

But my get the job\'s totaly due to hasard, as X could have taken it just before me ... In fact, the NPC would get some status : \"Aaa ! I got a job for the next player I meet\". (with quest icon over it\'s head maybe)

Then, nothing prevents you when you got the job to ask that LVL14 magician who\'s a friend of yours to give a hand. If you get rewarded, he might be interested in ...

Of course, results of the quests (completing it or not) might interfeere with future quests and/or environement. Well, if you can\'t prevent that building from beeing destroyed, no NPC\'ll be asking anyone to go there for any reason ... (but rebuild it or so maybe)

8
Wish list / (No subject)
« on: December 28, 2003, 02:31:51 am »
Just wait, falling damage will disable us from jumping from that giant tower ...

Damn\'it, I\'m gonna jump before it\'s forbiden !! :D

Edited for language.

9
Granted or negated Wishes /
« on: December 28, 2003, 02:26:04 am »
Well you can also judiciately do with fading.

If you take as an example Settlers 4, there\'re only 3 themes : World, Fight, Sea.
When you get to fight, the music perfectly fades to fighting music, and when battle\'s over (or if you move screen away from battle), then it\'s fading back to the former one.

Of course, that game ain\'t a reference, but it\'s a way to get the music sound like it\'s dynamic but with a quite lighter implementation.

10
Wish list /
« on: December 28, 2003, 02:18:26 am »
Yeah, but if the program\'s so heavy as the actual version (well, it\'s already 128MByte PageFile for the process !!), you\'ll get that animation freezing when loading if you don\'t have 512+ RAM and 2GHz CPU :!

11
PvP,PK and Thieving /
« on: December 25, 2003, 05:56:15 pm »
Or what about giving a X money bonus to the one who\'d capture a PK ? (dead or alive, on your conveniance) That\'d become a great motivation for others ... You shurely get the whole community and even that f**** Lvl38 Barabarian That-Won\'t-Miss-U-In-A-3-Miles-Square-Aera.

Well, it\'s becoming much harder when the PK actually IS that f**** Barbarian, but I think the whole community\'ll get a chance against him. Eeer, when the top 50 most powerfull chars become united to be THE PK team, we\'ll get trouble, but there\'ll be admins, won\'t it ?

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But Dieing from \"dumb\" animals or some bizzare random death like falling from a building or height, or being impaled by a death trap should be different.
Uuuh, even in a magic full-filled world, I don\'t see any difference for a human to be killed by a player or a rat, or a stupid cooking accident ...

There\'s also an alternative :
One server with PK, PVP, ... and one server without

12
Wish list /
« on: December 25, 2003, 05:34:36 pm »
Uuuh, when you see a simple mug just costs 500, you can imagine what\'s an house price !!

Well, there actually are houses in the Hydlaa Plaza world, and I don\'t think there all used ... are they ?

So they could be used for that (with expensive prices), and when the game\'s grown enough so that every houses are used, devs could add a new town.

13
Wish list /
« on: December 25, 2003, 05:21:13 pm »
Well yes, you could say for instance you have to cast a spell that\'ll put the monster\'s soul in a selected crystal/gem when defeated ... kinda \"souldrain\"

And have some gems/crystals that will autocast that spell on monsters curently in loading.

Some monsters could require a certain level of that spell to be \"souldrained\", level that will improve with souldrain and monster invoking experience (and get bonuses if you practice that magic way at a high enough level)

Could also say that the soul\'s only drained to the crystal/gem it was last linked to by the last \"souldrain\" spell cast. So when some1\'s fighting, you can steal it\'s opponement\'s soul by  casting \"souldrain\" just before it\'s killed :P  :]  ;)

14
Wish list /
« on: December 24, 2003, 05:32:07 pm »
What do you think about this :

Each time you beat a crature, a part of it\'s soul is \"stocked\" in a gem/crystal. When it\'s enough loaded, you can summon the creature (on your side), but only once, spending the creature\'s soul.

There would be different gems/crystals with different properties, different prices, different loading capacity, different number of \"slots\" (a gem/crystal with 2 slots acts like 2 gems/crystals of this type, but only takes 1 space in inventory), ...

15
Wish list /
« on: December 24, 2003, 05:13:42 pm »
Uuuh, sry, I missed this one ...

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