Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Once

Pages: 1 ... 3 4 [5] 6 7 ... 14
61
General Discussions / Re: Credit given where credit is due.
« on: March 06, 2012, 11:21:00 am »
I think we should lower the bar to 5 years. Us true oldies are great and all but I only really kept coming around because of the current crop of former newbs being so interesting ;). I mean, Jaros, asmo, Viri, Toch, Natalya and I can only have so much conversation.

People like Kito, Sarias, Graham, Syn, and Thotter are really what've made this mud worth continuing to play and work on. Give them the plaque. Apologies for all the people I probably left out.

62
Once's Board / Re: Random notes
« on: March 01, 2012, 11:37:16 am »
Deed achievements on finger are now available. Going to be bringing in my new code for deed rewards before the next copyover.

63
Suggestions & Ideas / Re: Clan Houses....
« on: February 29, 2012, 03:11:05 am »
Added a poll to this.

64
Once's Board / Random notes
« on: February 27, 2012, 06:04:28 pm »
1% bonus exp per deed up to 15

30 deeds = 25%
40 deeds = 35%
50 deeds = 45%
60 deeds = 55%
100 deeds = 85%
DONE
Each with Milestone markers (aka announcements to the world when your clan hits those)


-------------


Deed Achievements: (more for newbies than oldbies)

1 Deed = 100k coins, and equivalent of level 1 - 5 as a newbie.
10 deeds = 1 mil coins and equivalent of level 20 - 22 as a newbie.
25 deeds = 2 mil coin sand equivalent of level 30 - 31 as a newbie.
50 deeds = 2.5 mil coins and equivalent of level 35-36 as a newbie.
100 deeds = 5 mil coins and equivalent of level 49-50 as a newbie.
500 deeds = 10 mil coins and equivalent of level 45-50 as a tier 2.
1000 deeds = 10 mil coins and equivalent of level 40-50 as a tier 2.


Deed achievements would be listed on worth and show on finger.



65
Suggestions & Ideas / Re: 4D Wiki entry
« on: February 26, 2012, 02:37:36 pm »
I think we'd get more value for our time by posting on all the different mud boards reviews and comments like Kellan did (and you guys joined in on) on Mudconnect. http://mudconnect.com/discuss/discuss.cgi?mode=MSG&area=promotions&message=24376#24376

I think if we post this stuff consistently, once a week, and we start conversations we'll get a lot of traction. Using it to start development or design discussions would be a good example of a way to get people talking on most of these sites. For instance: 

Subject:  PvP without PK?

Have any of you guys seen a good PvP system that doesn't rely on PK? On the mud I currently play 4dimensions ( 4dimensions.org port 6000 ) where we have a "clan deeds" system. It's nice because it lets newbies compete with oldbies over zones and it doesn't involve looting and junking but I wanted to see if anyone else has seen systems like that out there?

blahblahblah, etc



Something like that can get other people replying to it, then every now and then you just puff the thread up a bit with more references to 4d. The nice thing here is even though we are whoring a little bit, we're also creating interesting conversation and may come up with a few ideas as a result of the conversation.

66
Once's Board / Re: New Patch (yes I'm back)
« on: February 24, 2012, 03:14:07 am »
Been a couple days since the last update here but plenty has happened:


- Many updates to Deeds
- Deeds now load quicker for "underdog" clans
- Detect Invis and Mana Regen now load at the Healer
- Vitalize is Cheaper at the Healer (Graham thinks I'm a retard though. Would love more input)

LATEST PATCH:

- Where now shows the zone you're in, and who owns the deed or if it's up for grabs. (Thanks to Nauzhror  / Fizban!)
- Scalp now gives you bonuses based on the level and remorts of the player you scalp. The stronger the player, the better the stats (randomized, so you may want to scalp a few times). We will eventually also give the clan of the player a bonus to add some PK content.
- There is now ARTISAVE code which is intended to be put in clan halls (not in yet). ARTISAVE means that your artis dropped on the ground here both do not count down timers, and save over crash/copyover. The idea is that clan halls will be open and anyone will be able to raid artis but that artis will last way longer on the clan hall ground!  (BIG THANKS TO THOTTER FOR CODING THIS)


67
Once's Board / Re: New Patch (yes I'm back)
« on: February 20, 2012, 03:27:18 pm »
"World" deed bonus for clans capped at 15%. Will probably give the top performing clan a bonus though. Still figuring out what though.

68
Once's Board / Re: New Patch (yes I'm back)
« on: February 20, 2012, 12:31:15 pm »
Today's Patch: (Rebooting in a sec)

Top Clan for Deeds also shows on who with their deed count.

69
Once's Board / Re: New Patch (yes I'm back)
« on: February 20, 2012, 02:23:06 am »
NEXT PATCH (tomorrow, 2/20/2012):

- You now see a message when one clan steals a deed from another.

70
Once's Board / New Patch (yes I'm back)
« on: February 20, 2012, 02:21:44 am »
Deeds:
Deeds World Notification System
The amount of deeds your clan has collected = % of bonus exp for mob killing
Tweaks to the way deeds work (you used to need to be in a zone 5 minutes to
to start collecting deeds)
Slightly better clan tracking

Crafting:

The Prototype System "Analyze" is in for creating an analysis of an object.
==> WARNING: THIS MAKES A NO RENT TEMPLATE AND WILL DESTROY YOUR ITEM.
This is for testing purposes only. Use at your own risk.
Other parts of the crafting engine are essentially built and came in with this
patch but are invisible until the finished patch.

71
Suggestions & Ideas / Re: Knowledge database?
« on: February 09, 2012, 01:58:38 am »
I know Drupal has a wiki module, maybe I'll look into whether we can get that set up. Might be easier just to set up a mediawiki install altogether for it. Ideally it'd be hosted on the 4d domain itself, but the issue is really how much do we give away. Several clans have lists of alot of great items, where to get them, etc. The issue is finding the balance between providing good information and making the game too easy.

72
Keep in mind new players are usually nogos, conversations on gossip get metered based on who's online at the time, and the average newbie won't know about "gos and if they do know about it, are likely to be culturally ingrained enough and invested enough to deal with the personalities of the mud.  Chances are if they know about "gos it's because I told them too. ;)


-Once

P.S. When I interview old players that left, the thing I most resoundingly hear as feedback is their distaste with the way certain experiences got neutered over the years in the interest of making the game "safe" or "fun for all". I can tone down the crassness on gossip, but honestly, this little Captain America "THINK OF THE CHILDREN" mindset is actually what I've seen turn people off time and time again. Instead of trying to water down the experience for all because of a few bad apples, we should incentivize the behavior we actually want to encourage (hence some of the talk of recruiting contests, etc).

73
Suggestions & Ideas / Re: Unperzable Items
« on: January 12, 2012, 12:23:15 pm »
I'd like to hear the rationale as well.

74
Suggestions & Ideas / Re: MACRO: NEWBIE
« on: January 10, 2012, 11:16:35 am »
Hey guys,

I'm seeing a bit of a different approach that I think we should be taking here. You guys are throwing out a lot of good ideas on their own, but we're missing the framework with which to create the ideas. How I think we should be approaching the newbie question is:


What elements of gameplay do newbies need to learn to be effective at 4d?


Here's some of my thoughts, I'd like to get yours as well so we can start forming actions:


1) How to Fight
2) How to use Heals
3) How to use extra attacks (bash, etc)
4) Which spells to use (if they're a caster)
5) Where to train
6) Where to level (most people have problems with this at first)
7) How to get good gear
8) Which skills to focus on at first
9) Which potions they need to be buying
10) How they can get sanct / bless from the healer
11) How to do various questing activities (this is mostly covered already)
12) What tokens are good for
13) Anything else?


Basically we want to address all the areas that we might normally teach a newbie if we met them one on one, and then have an automated platform that makes it easy for them to learn those facets of the MUD. Currently, I think we're weak on a lot of these. I see newbies wander around with shit gear, without the right skills, not knowing what are heals, or how to get sanct, etc.

I think our newbie school right now is basically good only for teaching questing and that's part of why the MUD doesn't see a lot of new life because since the pwipe combat and grinding have become incrementally more important but you're not really guided through any of that.


-Once

75
Suggestions & Ideas / TASKS: Crafting
« on: December 30, 2011, 11:17:25 am »
Here's my breakdown of the tasks involved in the crafting system. I unfortunately don't have the time to give a synopsis of how it all works, but this should give people an idea of how the tasks break down for a given system. Finished tasks are marked with strikethrough.


1) Make Craft Command
2) Make Analyze Command
3) Make Analyze have a chance to make a TEMPLATE item.
4) Make Template item have stats of original item.

5) Analyze Load Rates and Load Difficulty of Ore
6) Come up with benefits for each individual ore. Find ways to make them unique so there's more value in mining.
7) Create "craftables" list of all craftable items. Use Weapon and Armor types as a base, but assess whether more are needed.
8) Define ore weights for all craftables.
9) Decide whether crafting the item itself should be a mini-game, or a single, straight-forward command.
10) Create item crafting system.
11) Create system to integrate templates.
12) Create Gem Loading system for Boss Mobs
13) Create scripts to analyze boss mobs.
- Thanks Thotter!
14) Assess value of boss mobs across the world.
15) Create Gem bonuses and balance against boss mobs.
16) Create system to graft gems onto crafted items.
17) Playtest system for bugs and fun level.
18) Push system live.



P.S. If you think you can help with any of these tasks. Let me know or just start helping. For instance, a craftables list and some thoughts on whether crafting should be a mini-game are areas even non-coders can jump in on.

Pages: 1 ... 3 4 [5] 6 7 ... 14