Author Topic: Public works projects  (Read 3572 times)

rosmerelmer

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« Reply #30 on: August 23, 2005, 09:55:12 am »
setting up shops already crossed my mind a while ago(while i was downloading the game)
there are just buildings and you can make a list of stuff what you can buy, with your own prices.
some people may buy all your stuff to gain the ownership over that shopbuilding, and you can hire people to make/get stuff you sell.

the ultimate roleplaying!!

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Jakob

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« Reply #31 on: August 23, 2005, 02:18:01 pm »
Yep.  Roleplay a corporation.

Boss:You!  What do you think your trying to pull?  You\'re fired!

Salesperson:But... But sir or ma\'am... I\'m just checking out a customer...

Boss:Oh... Sorry.  Carry on.

Boss glances nervously around \"I know they\'re out to get me!  Darn that Goog...  oops wrong world...\"

Edit: Smiley problem...
« Last Edit: August 23, 2005, 02:20:14 pm by Jakob »

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rosmerelmer

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« Reply #32 on: August 23, 2005, 02:58:45 pm »
roleplaying is fine of course, but the shop needs opening times and people must be able to see whenever a shop is open or not. roleplaying is fun, but it\'s the best thing you can do when the game itself helps you.
shop for example need a clear window of prices, and what\'s in stock and whats not.
you can\'t open the trade window for 3 people at the same time you know..
there needs to be a solid base were players can play around.

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Jakob

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« Reply #33 on: August 23, 2005, 07:28:47 pm »
For a guild shop, there basically needs to be a display case or something that ou can look at and see what\'s there.  A shopkeeper can take the item out of the case and then sell it to you.  Multiple shopkeepers would be neccessary.  The money would then go into a guild fund, with about 5% of the sale going to the shopkeeper who made the sale as a commision..

I am Arew Silverwing, and one day I will rule the WORLD!:D
All y\'all stick yourselves onto the board.

frostwolf10

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« Reply #34 on: August 24, 2005, 12:21:10 am »
The player could hire NPC\'s to run the shop while he/she is away since many things could happen to interrupt the schedule, and I think we should also get to decorate our shops and maybe do things like upgrade our display case from, say, a random stone age display case to one made from wood or some other material. And I think the guild should decide the rate at which the profits are divided between the guild and the shopkeepers. Maybe the shop could operate as a regular NPC shop except the shopkeeper could decide the final price thus allowing for a little haggling.
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Neryam

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« Reply #35 on: August 24, 2005, 09:47:13 am »
Let\'s not make it too complicated.. The guild buys and mabye designs the shop, then hires an NPC or mabye even enchant some kind of magic stone to handle transactions. Anybody in the guild can put their stuff in the shop and list their own price for their own stuff, then a \"guild tax\", designated by the guild, will either be added into the cost or become part of the cost, and will go to the guild. The rest goes the the selling player.

The shop should always be open with the NPC. The player(s) should not have to be there.

Now for players, they could set up a shop anywhere, with a little mark or something saying that they are selling. They designate prices and sit down, they can go AFK and the customers can buy the items just like they would buy from an npc.
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SnowWolf

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« Reply #36 on: August 25, 2005, 12:22:07 am »
One needent update the map all the time. Just put the tunnel in one update and stick an NPC called \'Rock wall\' in it that only takes damage from pickaxes....


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rosmerelmer

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« Reply #37 on: August 25, 2005, 05:25:33 pm »
all great ideas! but i don\'t think you need a guild for that.
i think guilds play a role that is to big for the experience of the game.
you shouldn\'t need one to open a shop. just money to gain ownership (unless the building is not being used, or you need to buy it from the council)
and what to do with your shop(if you are in a guild)
if you are at war...
and there is truth in your idea about not being the seller.
and the designing idea is also great.

if you have really cool photoshop tutorials don\'t be afraid to pm me!

Neryam

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« Reply #38 on: August 26, 2005, 10:39:44 am »
Yeah mabye you can just buy a building and make it into your shop.. But then say land would be expensive inside hydlaa and real estate is not cheap at all.. so you can do everything a guild does in the respect of a shop but you either have to be rich and build a brand new shop out in the middle of nowhere or you have to be a very rich merchant and but real estate in hydlaa :D

Mabye you can live in the upper floor of your shop hehe
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


rosmerelmer

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« Reply #39 on: August 26, 2005, 04:42:39 pm »
most people do that :D

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minetus

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« Reply #40 on: April 06, 2006, 08:41:33 pm »
about the map interaction with each player, the map could save a version and check every time a player logs

into that specific map, and from that version check it could send a small to big update depending on the time

each player last visited that map, also for new players it could be auto patched when they first would run the

update program, for this there would be a need for access from the server auto patch system to check map

versions or the server saving 2 map files, one for player interaction and another for updates?

the system for building, could be block based much like \"lego\", example: making a wall.

player xzxzx starts building!
player xzxzx puts a block of stone at x,y,z,!
player xzxzx puts a block of stone at x+10,y,z,!
player xzxzx puts a block of stone at x+10,y+10,z,!
etc...
player xzxzx ends building!

while the player would do this actions, the server would read only when the player ends the process of the

building and fusing all of blocks with the same materials into one ex: stone with stone, marble with marble

etc.., making one object insted of many.

i tink the maps should have deliniated areas for building, some with big areas others with small areas, other

maps could have several areas etc., this obvious would have to be made by the dev team, were they wanted to big

cities to erupt they would make a large area avaible for building, were they would want a small camp they would

make it small... etc..., this way the dev team would still have the power to control the settings on the world.

deconstructing buildings:
the process would be exactly the oposite of the building, blocks could only be removed from player made

buildings (we wouldnt want players stealing from hydla walls now would we..) from the main object the server would get the block size and remove it from the main object ex. (wall).

the building areas, would be managed by guilds and could be conquered. there would have to be a system to avoid monopoly of all places from one guild. altho realistic but would cut the fun of the other people.

just my 2 cent ;)
i might add more later

derwoodly

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« Reply #41 on: April 07, 2006, 07:38:24 am »
Shadowbane is a MMORPG that lets players construct towns in a way that is similar to what you describe. However,  you don\'t lay down a building block by block.  You just choose your location and it \"grows\" in the spot where you put the \"seed\".

I think it is worth noting that Shadowbane\'s game engine is one of the buggiest (is that a word?) in the MMORPG genera.  As you run you see a lot of empty space then cities pop up out of nowhere because you got close enough to have them load from the server.  There is also a signifiant delay when you get close enough to a large town.  The delay usually causes you to \"rubber band\" backwards as the server updates your posistion from where your computer thought you should be to the possision the server thinks you are.  Sometimes even wierder things happen.  You may get stuck, frozen, die,  be unattackable by other players, or any of the other strange behaviors that often just refered to as \"I got SBed\".

minetus

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« Reply #42 on: April 08, 2006, 02:48:18 pm »
i found more threads on the subject: some of the stuff i mentioned were already posted tho..
http://planeshift.oodlz.com/wbboard/thread.php?threadid=10615&boardid=11&sid=4b1f693152b7731ae6dc345a803c538a&page=1
http://planeshift.oodlz.com/wbboard/thread.php?threadid=8296&boardid=11
http://planeshift.oodlz.com/wbboard/thread.php?threadid=7759&boardid=11

the skills involved:
1: Carpenter: wood works would be the outmost needed skill for building, its used to build small houses, fences, palisades, roofs, furniture and working levels for other jobs(ex. a brick wall the character would have to build a side tower in wood so it could climb to a higher working area)
2: stone handling (ex. stone walls, colums, gates, castles, etc...)
3: metal handling ( Decorative, protection purposes )
4: crystal handling (decorative, normal windows)
5: painting (decorative)

how it could work?:
using the block system (lego style).

How to get the land:

step 1: guild master wants to buy land for the guild, he goes to a NPC that is set for this (something like a comissionary that has a set of land types that are avaiable to be built, it would have a few tabs with land types ex. mining camps, farms, outposts, villages, citys, isolated places, roads, etc)

rules:
a guild could only own limited numbers of each land type ex. 1 city, 10 outposts, 2 villages, etc... if the guild would have the limit number of land type(ex. citys 1) they would have to sell it before they could buy a new one.

Starting to build:

Step 1: ok now that the guild master got some land, the workers go to the land and check the land description and rules to building, given by the land comissionary to the guild master.
(this description would be like a note book containing, the land type, rules for materials avaiable to build (ex. only wood), and what should be built there(ex. a mining camp, should have a house for miners to rest, it can have a stone or wood fence, it can have a black smith etc..))

step 2: if the terrain isnt apropriate to be built, builders would have to align the land to get a good base for building, this could be done by digging the high places and filling the lower places with sand, stones.

Building:

Step 1: builders and or guild members go buy materials or go hunt for them alternatively.
lumberjacks: get wood and cut wood.
carpenters: cut wood more eficiently (make planks in several shapes)
miners: get stone blocks.
new job* stone carving: building often need several type forms of materials, ex. 45? corner stone blocks, round
blocks for pillars etc.

note: while wood can be some what easy to transport, stone is very heavy so each person cant carry more then 2
blocks.

step 2: building, now that we have the base leveled, and the materials to start building, and the location for
our first building chosen lets start to make the floor, the builder grabs a block of stone and puts it in a
location inside the area, and from there starts building the rest...

note: only the first block of(materials used) can be put in random locations after that it will have to be put
allways near another block, that way the client can check materials and combine them to make 1 object and tile
textures.