Ahhhh, this so much computer game approach. I suppose with you, we will always remember that it is after all only a trivial game, why would we ever want to make it realistic and RP friendly place while we can make it place of simple game solutions?
Your post is lacking a bit of the realism approach. You don't give realistic reasons why do it the way you wrote. I'm not saying this post is unworth, but lacking a lot.
and shooting mystical arrows from above your head is real? Or how about standing in the same spot and killing the same creature over a hundred times without having to hunt out a new one? I thought his post had some valuable stuff there, he came up with an idea of how to generate herd behaviour, and as for realism he mentioned about having mosters spawn in locales different to the one they always spawn in. i don't see you coming up with any ideas worth even a tiny percentage of his post. and as for rp, in roleplay you don't just stand and wait whilst a creature 'spawns' in front of you, but i challenge any player to say they havent camped a spawn before. and also, this IS a computer game, it will never be a roleplaying game in the sense of tabletop games, why? because there are visual things in this game which reduce the need for imagination.
Heh, its not a big deal. As a matter of fact, I do tend to think of things more of a game-play approach than a role-playing one. I spend alot of time at the
www.gamedev.net Game Design forum under the same name. Plus I've never played a tabletop RPG (parents heard Dungeons and Dragons was a 'tool of the devil' and stuff. Total rubbish now that I've read info about it)
Anyway, I'll keep tossing ideas out. Take em with a grain of salt and feel free to modify them however you want, it's pretty unlikely that I can actually help implement these ideas.
Anyway, test idea on the herding idea that may fit in with the present Planeshift system:
//Warning: really long post//
Getting the monsters:
1. After taking a quest, a player gets a special glyph used to spawn certain monsters. Best to start with rats at first because they are unlikely to kill enyone and don't give much loot you can get rich off of.
2. With sufficient levels in magic (I think its Brown way that says stuff about summoning... but not sure) the wizard can cause a rat to spawn. Personally, I think the rats should be wild by default. The rats would act exactly as if they had just spawned in that spot naturally. Could just as easily attack the caster as anything else.
3. The cost of spawning a rat (as a low-level monster) should be about the same level of difficulty as training to make iron ingots. You would have to do alot of training before you get to that point. Plus the cost of spawning one should allow for several to be made in a row but not so much a constant stream. (I think it costs 8mp to cast 'summon missile' perhaps 'spawn rat' cost 24mp, an experienced mage might be able to summon 1 or 2 before needing to take some cool-down time... or if you need to use up an item like 'rotten meat' to spawn one then lower the mp value or something.)
4. So basically, the caster spawns a perfectly normal rat that can be attacked, killed, and looted just like any other rat. Any control or 'herding' would have to work thorough a different set of skills. Theoretically, a wizard could summon an Ulbernaught at his side... but he would probably be in more danger than anyone he plans to attack since hes right next to an Ulber.
5. Once the basic code for a 'spawn monster' spell is in place. You could add something like eggs which would basically sit around and after some hours or conditions would cast 'spawn monster' and vanish. Carry a bunch of tefusang eggs in your pocket without boiling them and you could get trouble.
====
Herding the monster:
1. Have a skill for monster herding possibly charisma based. possible commands:
/lead - if sucessful the target monster follows you, (similar if you target a monster, attack and them move away. But the monster doesn't attack when it gets close) possible upgrades in code could make the monsters detect eachother instead of bunching together.
/stop - makes the target stop following you. Both for monsters you are leading and ones that are chasing you to attack... useful survival skill.
/orderattack - makes monsters following you attack the target. You get no xp from their attacks but if you join in you could get some.
====================
Note that I don't include any ideas on adding special houses or NPCs that deal with herding... the way I see it the animals either get traded to another before you log off, get killed when you tire of them or get traded to others after a bit. Trading basically has you say '/stop' to the animal and then the other tells them to '/follow'. No protection is given the herd so mean adventurers can kill your herd unless you stop them somehow. (don't know how you could other than saying "stop! thats my herd!" could add some Role-playing)
Okay, I know that this would require alot of coding to get to work (even simple stuff like this) here are some possible benifits.
1. The awsomeness of herding.
2. I don't think any other MMORPGs have this feature even to this level.
3. Would allow players to decide where monsters appear on the fly.
4. Role-play:
Rat-herders move their flock about, multiply them and butcher them as needed, sell the animal parts in town and gain a little xp during the process (after all, the rats would still fight back when being attacked) Also, herders would want to move about and possibly avoid rustlers who want to hurt or steal their flock.
Evil sorcereres can summon monsters to wreck havok (since you really can't cause havok any other way) could add some spice to sessions since the bad guy can initiate combat without people getting sent to the DR. Theoretically there could be an attack on Hydlaa or Oja this way... though with server load and stuff it could be a problem. Fortunatly, planned events could be controlled and unplanned attacks the monsters could probably be easily killed without much damage to players (why I keep mentioning rats)
Training camps could have monsters summoned to train newer players without depriving others of the regular spawn locations. Seriously, an organised military or law enforcement would have some way to train their ranks outside of real combat. Could also do something for arena events.
5. Eh, powerleveling. Okay, lots of people may say that its a bad think but I personally don't. If I want to get any decent amount of xp to learn something like metallurgy or mining I know quite well that I need xp to train in that. So I will seek out an idea monster and sit there for hours killing the stupid thing over an over to get the xp. If more people come, I let them join in because powerleveling with friends is better than doing it alone. If monster spawning characters can help out others a little in this way I see no problem, players could even talk to eachother during the time when the players mp is charging.
===
disadvantages:
1. server load - yes, letting people spawn monsters would put load on the server, probably alot more than just littering.
2. If people can summon Ulbers, it could get people hurt, if Ulber spawning is allowed it should cost significant mp and use up some items... like 20 steel bars or diamonds or something... tempted to say 1 ulbernaught hide but it sounds kind of odd. Spawning 1 ulber in town might not be too bad since alot of people could gang up and take it out with missiles or something and new players could be warned... but 2 or three is just plain unfair to people unless there was a planned event. Having GMs use GM powers to kill them also seems a bit cheap. So if at all implemented would need balance to avoid problems like that.
3. Eh, lots of monsters getting spawned and then left out in the wilderness taking up server resources? Add a way for hunters to track down monsters from far off an it could be fun. Or the server just cleans them out like other junk.
4. People using the herding mechanic to steal normaly spawning monsters and then leading them off into the wilderness so people can't find them. Not sure how to combat this other than making wild monsters hard to lead away from their spawn point...
5. Players killing a Herders herd - either let it happen and consider it a part of RP. (could create a new type of ettiquite for MMORPGs) Thats one reason I would prefer herdable animals to be normal monsters and the cost of spawning them at start to be somewhat cheap. To allow Herders to replace lost animals if accidents happen.
======
Gah, this was a really long post. Sorry about rambling like this. Hope this helps anybody.