Author Topic: Dwarf Quest  (Read 2737 times)

Axsyrus

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« Reply #30 on: September 12, 2003, 11:00:25 pm »
not like that.. you just use your skinning skill on a rabbit and then you end up with rabbit\'s skin. maybe you could use your cooking skill to use the remaining parts.
this would be a lot more realistic then just some stupid items.

Axsyrus the Azure - Ruler of the Winds
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Harwen

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« Reply #31 on: September 18, 2003, 09:08:10 am »


I think that since it is a skill point-based system, (as the monsters become easier and easier to kill, that they stop dropping items,...or have a limit to how many pelts will spawn after a monster is killed, kinda like crystals, the more people, the less the chance, making it rarer if there are alot of people hacking away at stuff...Hmm..I wonder how the dev\'s are going to get at this one? All I know is that, a \"newbie zone\" is really bad, no offense the idea is good, but the concept is bad,...training grounds where an NPC tells you how to do stuff would be a better idea, for example, a type of corral, or so would be a bit boring, but designating concentric bands of difficulty would be better...I.E. Near a town wall would be the easiest monsters ( unless it\'s supposed to be a secret town, etc) and at a certain range beyond it would get harder and harder....depending where caves and such are, would define their level of difficulty...

...dunno about that money and pelt thing...I want to kill everything on the map so I get money, because I am usually poor in MMORPG\'s, but I would never consider what it would do to the economy here... Personally, if I needed to handle that, It would do something witht he fact that there are alot of different types of currency...check the menu...crystals in fact,...what would their value be when monsters came around? So, here, If the money would denominate like the crystals do, then the cheap items would roll around the higher denominations, and so forth,  the price of items dropped by monsters and the quantity would be directly proportional to the difficulty of obtaining it, and the amount availiable...(plus, I think the server would go nuts if let\'s say 1000 newbs got 50 pelts every day for a week and kept selling them, or just kept them...) They should limit the amount of pelts dropped per day, or per hour, minute, etc. Oops, I rambled!
 

Silvereign

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« Reply #32 on: September 18, 2003, 09:37:25 am »
Excuse me for posting a idea that should belong in the Wish List forum, but since we\'re talking about it in this topic, I might as well type it.

The best way to apply skinning should be the Ultima Online tactic. \"Use knife on corpse, recieve skin\" That simple, yet at the same time it\'s realistic as well. To make things interesting, and to use the system PlaneShift uses, you could implement a \"Anatomy\" skill which is used to calculate the chance you actually recieve a skin. (And increase the attack damage you can do, since you\'ll also learn about the weak spots of a creature) The same things could be used with bones, which could later be used to create a weapon (Bone club? Perhaps a dagger) or a piece of armor (Bone shield?) using the Tailoring skill.

And please, no newbie areas. Just use the \"farther away = harder\" system if possible.

   \"The truth is nothing more then a certain simple thought, which you may think of as true.\"

Axsyrus

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« Reply #33 on: September 18, 2003, 04:24:27 pm »
my idea is like this:

If you kill a creature it goes straight to your inventory, or if it\'s too big it just stays on the ground, then you can take it home and use your skinning skills on it or bring it to a skinning NPC, then you can remove the bones using another skill and use your cooking skill to use the remains.
This way you can make money by selling skins, bones, food, or anything made by using more advanced skills on these items. like using a skill on bones to make weapons/shields or too make clothes out of skins.
The more advanced you are in these skills the better the items are you get.

Axsyrus the Azure - Ruler of the Winds
Member of The Arcane Order\'s Council