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Messages - Bane

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16
Crafting Main Board / Re: Player Response to Crafting FAQ?
« on: February 14, 2015, 01:20:55 pm »
Sorry for the lack of response, I had to abruptly go out of town for a bit and didn't get back till last weekend, and Just hadn't had time to post here. Nor did I get any notification that we had new posts..

As far as cooking, I know molly is working on it, and Im not entirely sure on what the benefit she has in mind for cooking. I personally always like the way most other RPG's do it with eating gives you a better regen rate or some type of stamina,health,mana boost.

We could stick with the current being full gives you a higher regen, but maybe depending on the type of food you cook depends on how high that regen is. She would need to clarify I think on how she envision cooking. I believe she has it most of the way completed.

To keep down the amount of players from just making a new character to learn the other crafts their main char has I think the best route will be to put a character level limit on how high you can level your crafting skill. So if they want to make an alt to do other crafts they will also have to put in time to level that character up. I think this will be the best way to battle this.


Next time I lock a post, I will open a new thread with the post in it for discussion to make everyone happy. That way we can have a discussion thread and people can see the main topic.

We plan on making crafting items have a durability also. It deteriorate over time is a interesting thought. I think the initial idea was to deteriorate with use. its something that can be discussed.

 I personally dont like the idea of taking your item to be repaired at a NPC, but rather have a item that can be crafted to be used in repairing objects. Along with each time its repaired the total durability goes down. After so many repairs the item will no longer be reparable. That way it keeps crafting into a needed demand. And not something that will just phase out after everyone gets everything they have. Now not everything with have a durability to it. Like if we do decide to allow players to build their own houses, or room I dont think we will have it deteriorate on you :). Plus this willl still make quest rewards still good, and not take away from that. Since this is such a quest heavy mud, I do not way to ruin questing with crafting.

Im interested in hearing others thoughts on the durability aspect of items.
-Bane



17
Crafting Main Board / Re: Player Response to Crafting FAQ?
« on: January 29, 2015, 10:59:43 pm »
I just want to start off by saying, don't take my posts as fighting for the system that Me, Molly, and Rynald have designed. When you post an opinion on a subject, I will do my best to give you as much additional information as I can. I do want this to be a good discussion, with new ideas and changes being added. But i do want to make sure I can give you as much information as I can, since the Crafting Faqs was more of a overview on very large design.

Locked Thread: I think that locking the main thread, in addition to "keeping it clean", will limit player input. It also can make some think that only inputs that support certain opinions will make the final cut.
I really think this is silly. If someone wants to not post their opinion because I want a post that clearly follows the crafting project without having to skim through players discussions, then i don't know what to tell them. This is an enormous task for Me, Molly, and Rynald. If they truly cant write their response in this thread or their own, Then personally I would think they really must not care that much then.

No one in the group is going to be playing favorites on whose input we go with. It will be determined mostly by the popular vote. Everyone input will be taken seriously.

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Realism: As far I see the crafting plan to be quite unrealistic at present. eg: Hilt must be made by woodworker. I have numerous quality bladed tools, none of them have a wooden handle. Any material, that comes to mind, that can be shaped/finished with woodworking tools and skills can be done with those used in shaping and finishing metal. Metal cannot be tooled with woodworking tools. Fire has long been used in shaping, hardening and decorating wood items. Pommels are both decorative and provide a balance for the blade, as far as I know there is nothing that says they must be a jewel stone.

I just want to state The sword is just being used to show an example. The actual receipes have not been all drawn out yet. The sword was to be used as merely an example of showing how other Crafting types would be needed. Im sure a metal worker could make his own hilt for his blade, it just might not give as good as stats as a another hilt made by another crafting skill

I've seen plenty of swords made with a wooden hilt, ivory hilt, and even a metal hilt. There wouldnt just be one type of material that can make a hilt. but several that could be made by different Crafting skills. It would just depend on the type of material used to determine who can craft it. If you have a good understanding on blades, then your input would be valuable when it comes to making recipes.

I dont understand where you are going with Using wood tools for metal work?

And a gem doesnt make a pommel. The gem just decorates a pommel. You would have different ways to decorate a pommel.

I do myself have my doubts on making a system like this, with a small player base. But it would be a very unique system. With the chance to attract new players and old. I do think it would be a rough start, but I think it would pay off in the end. We can still make an easier system if majority of players disagree.

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Skill Limit: Prevents there being a “renaissance man” in the game, but actually encourages players to multiple alternates to skirt the issue. As Kvetch has already pointed out, if I understood her post correctly.

Unless we make it so there is no restriction on the ammount of skills learned, there will be really no good way to keep players from making an alt to craft. There will always be people who would make an alt. The concern here is if majority of people would choose to make an alt rather then trying to use another player to craft the best item.

One way to battle this with keeping a skill limit would be to put some type of restriction on the skills. Such as putting in a level and tier restriction to reach a certain level in crafting. A lot of crafting systems in games use this as a deterrent. I think we could possibly fine tune a system to fit our needs.

We really want to encourage more of player interaction. but me personally, I think if the only reason no one wants a skill limit is because of alts, I think we should discuss a type of deterrent before scraping the skill limit.

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Player Interaction: Role playing makes blindly trusting the members of some clans, and esp. some players a foolish endeavor. There are numerous examples of this that I'm sure any player can come up with.

Im not really sure what the issue is with the trust. The only time you would be handing some one something is say you gathered or bought raw materials and you want someone to craft it into something because you are not that craft skill.

If you are a metal worker, you wouldnt be handing a woodworker your blade so they can attach a wooden hilt to it. You would either craft your own metal hilt, or buy the wooden hilt from a player, or give the woodcutter the raw materials to build the wooden hilt you want, and then once you had all the pieces needed, you could combine them all.

So as far as the trust, I think I would need a better explanation of why people are worried. Because I just dont see the big issue. Its not like you will constantly be giving people items. Unless im missing something then It should be left up to a player to earn his reputation on that.

If I am missing something I can make a type of safe trading system.

18
Crafting Main Board / Re: Player Response to Crafting FAQ?
« on: January 24, 2015, 06:31:02 pm »
I think it odd to lock a post that you want comments on, so we'll just do the basics of what the post seems to be we're looking for in relation to the Crafting skills being worked on.  Here were the questions at the end.  Please feel free to comment on any of these, or anything else you feel should be considered.

We decided as a group to lock the main Faq thread. We want a clean thread that represents how crafting will work. This way when new ideas are added, or things are changed it easily seen.

We apologize if its any inconvenience to open a new thread to post your idea, but doing it this way lets us specifically take each persons idea and discuss that idea, with out various other debates from other peoples ideas going on at the same time. We encourage all players to post their ideas or changes for the the over all crafting aspect on new threads. This way it keeps it more organized, and each thread more on point about what they have in mind.

Once we break down into each spefiic crafting skill, there will most likely be certain posts to post ideas. Like a Recipe thread, MiniGames thread, Material thread.

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With WoW, there has never been the problem of having enough players to restrict skills to where you can only learn 2 of them.  There was usually always someone on that would quickly grab up the stuff you harvested, and if not, it was still in the auction system until someone bought it, or X amount of time passed when the system told you that no one was buying it so come pick it back up (and usually put it back on auction).

Right now, the problem I see with 4D is the number of players, who plays, when and how this would affect things.  What I could easily see happening in the case of lower playerbase is that someone creates X number of characters (none of which are on at the same time, so not multiplaying) and through those characters has all the skills to create their sword of everlasting life (or whatever).  Basically find yourself a hiding spot (there are many around the 4D world), make sure both characters log into said spot on login.  Create step 1 of weapon with base character, drop item, log out, log in character with step 2 and do that, drop item, log out.. continue until completed.  And I don't see any way we can stop this.  But, that is another point entirely.

There was an issue with the Main Crafting Faqs, where some of the information was cut off. Its now been fixed but I will post part of it here because it deals with what we are talking about.

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HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?

Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.

We know we have a small player base, and understand that this will require players to work together. Which is one reason why we want to open player ran shops. So players can sell parts to other players so they can build their full item they want. If 2 HARD and 1 SOFT is'nt enough we can adjust it.
If players want to make an Alt to for other craft skills, I expect that. I see players doing it and nothing wrong with it. But we do need to keep an eye on how well everyone works together if we take this route we have planned.

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I would hope that anything that had to go through multiple steps would be "worth" more than something that has to go through only one or two.  Using the example of the robe, there are 5 "necessary" steps and 2 "optional" steps listed.  If the sword above only has to go through 3 steps (only an example, I'm sure it's more) shouldn't the 5 step robe be "worth" more in the end and by that I mean be more useful to a player than the sword.

You used the sword as an example, but it does have alot more then just 4 steps to it. It has 4 MAIN parts to it. Each part of the sword has its own steps to create.

The Hilt, Pommel, Blade, Crossguard all have their own specific steps on how they are created, and optional steps as well to enhance it.

But to answer your question, we will take into account how hard a process is to determine how good the final object is. We also know we have to balance between quest items and crafting items. Which was another part of the Crafting Faqs that was missing.

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HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?

Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.

Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.

We also want to try to keep crafting alive, and not just have it die after everyone makes what they want. So somethings as of right now will be restricted, or have a durability to them.


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To make my point, who here reads through the trip on the boat to RIP in time every time they go there by boat?  And how many of you have said "it's so boring", or "it takes too long"?

The initial idea to keep it from being boring, is to make it interactive. Where player's will need to interact with something while they are in the process of crafting an item.. We plan on trying to make it some what of a mini games on parts that we can. If you look at how gardening is you have to fight off pests, or maybe the plants start to wilt and you need to water it.

For a forge, the flames starts to die down, you will have to add wood, or you  miss with the hammer and nick the blade you are crafting, you will have to fix the nick, Or you catch fire and have to put the flames out, too maybe thieves breaking in and defending them off.

I cant say for sure what the minigames themselves are, its just to try to keep it from being boring, we want to make it an interactive experience. Making it into a mini game will also help cut down on scripters. But in the end, there will always be the few who choose to write a script.

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In the end, I would hope that EVERY crafted item would be of much more value than any item you buy directly from a store - and most of the basic items you get from mobs.

For the most part items will always be better than current store bought items, but it also depends on the ammount of work that gets put into an item.

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I do think that everybody shouldn't be able to have all the skills because it's about helping each other as players and for some of us getting us out of our "I want to do it on my own" shell.  There has to be a good reason for me to hunt down Bane, so he can create a part of something for me, because in the end, I have to trust he's going to give it back after he's done his step (which is why player ran shops would be a good idea).

I apologize for parts being missing off the craft faqs that explained how many crafts a player can learn. Im still stumped on how it happened. But yes in the end we want to see players working together to craft an item. We hope that by limiting it to two hard crafts and one soft craft will make players interact more.

The trust part will all be left up to a player to earn that.

19
Crafting Main Board / Re: CRAFTING FAQ'S
« on: January 24, 2015, 05:49:31 pm »
For some reason there was part of this post missing. How that happened I'm not entirely sure, cause it cut some of the middle out, and I copied the whole thing at once.

But the new additions are in and follow below.

As far as the topic being locked. It was a group decision to keep this post locked. We want something clean, and not have various different debates going on in one thread. This post will be updated, as new ideas are added or things changed. This thread represents How crafting is going to work and we want it to be clean and simple.

We apologize if its any inconvenience to players to have to open a new thread to post an idea. We rather players open a new thread to give their idea or debate something. That way we can discuss their idea specifically without others having various debates inside the same thread.

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HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?

Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.

HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?

Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.

Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.

HOW WILL YOU OBTAIN A CRAFTING SKILL & RECEIPES?

Crafting skills will be taught by various mobs throughout the mud. Wether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.

20
Crafting Main Board / CRAFTING FAQ'S
« on: January 21, 2015, 07:50:42 pm »
 So here it is a very long time ago the ancient gods over 4dimensions murmured throughout the world that maybe us mortals would be smart enough to craft our own items. After many years of rooting through others people trash we will finally be able to craft our own unique items.

CRAFTING

Three people are developing a crafting system for the mud, Bane, Rynald, and Molly. We have a general idea of how it should be implemented, and that’s where you guys come in. We want your critique and ideas. We are all ears to your ideas. Just note that we may not take your idea and run with it, but we will discuss your ideas. So don’t take it the wrong way if we don’t use your idea. We will value everyone’s idea no matter if they are a brand new person or an olbie of the mud.

TYPES OF CRAFTS?

There will be 5-6 main crafting groups called hard, and 3 current crafting skills we already have called soft for now.

(HARD) :
  • Leather-worker (including saddle maker, shoemaker, glove maker, furrier, armorer)
  • Metalworker (including metallurgist, blacksmith, farrier, weapon smith, goldsmith)
  • Stone worker (including quarrier, stone cutter, glassblower, gem cutter, masoner)
  • Textile worker (including rope maker, sail maker, tailorer, embroiderer, robe-maker)
  • Woodworker (including woodsman, miller, carpenter, cabinetmaker, shipbuilder)
  • Also Toying an idea around with Engineering

(SOFT):

We will also be redoing the current crafting skills we have in game
  • Brewing
  • Scribing
  • Cooking

HOW REALISTIC WILL THE SYSTEM BE?

We seek to build a very realistic type of crafting. Rather then just gathering all the raw materials and combine them to build a sword, we rather take a realistic approach.

In this realistic approach all final objects will be broken down into key parts, and will require different parts by different craft trades.

A sword for example is broken down into 4 key parts
  • Pommel
  • Hilt
  • Cross-guard
  • Blade

The Blade and Cross guard would be made by a metalworker.
The Hilt would be made by a woodworker
The Pommel would be made by a stone worker.

In the end a metalworker would combine all the parts into a sword. Each part has its own type of quality and special values that will all be added to the final part.

ex. A pommel can be encrusted with various gems to give different powers.

We may even give the ability for custom naming on crafted items.

HOW WILL CRAFTING WORK?

Generally you'd work on an item by wielding a tool and holding the material, sometimes also having one or more extras in your inventory.

The crafting would be done in steps, each step producing a new item that in turn is used for the next step.
The basic item can then be developed to higher quality, for instance by decorating, polishing, or honing.

We plan to try to make crafting into a type of mini game. A: to try to keep out people scripting the process, and B: to make fun.
 
For instance  making a mage's robe could involve the following steps:
  • 1.  SPIN the thread from wool, silk cocoons or flax fibres, using a distaff
  • 2.  DYE the thread into different colours, each giving different properties.
  • 3.  WEAVE a piece of cloth from the thread, using a handloom
  • 4.  CUT the cloth in suitable pieces, using a pair of scissors
  • 5.  SEW the pieces into a garment
  • 6A. EMBELLISH the garment, by using pearls, jewels, mirrors or other things that you can collect
  • 6B. DECORATE the garment, by using lace trimmings or embroidered edgings that you make yourself

Crafting skills will be taught by various mobs throughout the mud. Whether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.

HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?

Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.

HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?

Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.

Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.

HOW WILL YOU OBTAIN A CRAFTING SKILL & RECEIPES?

Crafting skills will be taught by various mobs throughout the mud. Wether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.


HOW WILL WE TRADE CRAFTING ITEMS?

Player ran shops will be available where players will be able to sell and buy goods.

How you obtain these shops haven’t been paved out. There are a few ideas including:
  • Stone Masons being able to build shops
  • Renting shops with currency
  • Buying shops with currency

WHERE WILL WE CRAFT OUR ITEMS?

Outside of Old Yorke there is already a place called Crafters' Alley, that holds many buildings that were initially set up for the use of crafting items.
HOW DO WE OBTAIN CRAFTING MATERIALS?
  • The majority of it will be obtained by manual labor. You will have to mine for ore, or grow cotton to sew, or quarry for stone
  • There will be traders around also that will sell basic materials, along with a chance for rare or uncommon materials. These will most likely will be bought with tradepoints.
  • Players will be able to sell their own materials as well

HOW WILL LEVELING CRAFTING SKILLS WORK?

We think the initial idea here is there will be separate levels/experience for each part of a main craft group. The total of all the different types of craft skills under the Main craft would give you the total level of your main craft

For the Craft Skill Woodworker

You would have to level up woodsman, miller, carpenter, cabinetmaker, and shipbuilder each separately. The total of these would add up to the level of the main crafting skill WOODWORKER.

The recipes you get might have a level requirement of Level 50 Woodworker and a level 25 of cabinetmaker to be able to build a fancy cabinet. It's still up for debate



This is not all set in stone, and people can critique and give ideas. We will open new sub-forums for each specific craft skill. On these we will be looking for ideas on how the craft skill will work and ideas of what to craft for each skill.

This post will be locked but please post new topics in this forum with your ideas and critique to the overall aspect of crafting. Which include
  • How Realistic Crafting Should Be
  • How Players Learn Crafting Skills
  • The Limit A Player Can Learn
  • Leveling The Skills
  • Trading Crafted Items
  • Balancing Crafted Items
  • Types Of Crafts
And anything else that follows these lines. If anything is changed this post will be updated.

We also will be looking for a focus group (which is a group of players) who will directly be involved in testing and deliberating on the craft system. The testing of this will be held on a private port. People interested in joining into the focus group should seek out Bane, Rynald, or Molly.
So here is your chance to voice your thoughts, more forums will follow for each crafting skill within a week or so.
So speak up now!

21
Suggestions & Ideas / Re: PVP
« on: January 19, 2015, 08:59:15 pm »
@Kvetch we already have that feature. Players can have scripts on their perz's to keep them from being picked up..

22
Suggestions & Ideas / PVP
« on: January 19, 2015, 05:57:01 pm »
So I'm proposing some PVP changes that I think will help make the PVP aspect of the game a better feature. Theres plenty of threads on this, But im starting a fresh one.

PVP DAMAGE
  Pvp damage I think is a little over the top. In the end alot of it boils down into who can get skills fired off first, and the majority of fights last under a  minute. And this is for people of equally gear. I myself can one hit someone who has mediocre gear. So Pvp damage I believe needs to be reduced.

  It will make pvp fights last longer, and also give the ability for the player to use better tactics then just spamming a few alias to kill their target.

PZ BLOCK
 Basically the blocks makes it so if a Player has engaged in PVP, they can not use any type of recall spells, items, and can not enter into a PZ protection area for a minute. This will make the player to need to know the layouts of the area they are in.

Once a player has killed someone, They will receive a 15 minute pz lock This will most likely become the new Killer flag. The lock doesn't allow them to enter any pz, or use any type of spells, items, abilities that would allow the player to go somewhere. After the 15 mins the player can teleport, or recall but they will keep the killer flag for a x amount of time. Attacking a player with a killer flag will not give you a pz lock, nor will it give you a killer flag if you kill them. This way you can get a revenge kill without suffering a penalty for doing so.

There will be a system to forgive a player to. Perhaps the player returns your items, you can remove their killer flag.

Some people have also talked about a way to prevent harassment of killing the same player over and over again. If people really want to see something like this, then we can put some type of system to defer this. Either giving them a new type of flag if a player has killed someone more then x times in a timer period that would allow them be summon able or attacked anywhere. Give them some type of penalty(reduced damage, health, cant talk to shops). Or just plain not allowing a player to kill someone more then x times in a time period.

LOOTING
 Losing all your items seems to be a major turn off for people looking to join the PVP aspect of the game. So rather then losing all items, each item will have a chance to drop when killed. The base chance of the item dropping would be 15%, and this chance can be lowered by collecting blessings from around the mud. There would be 5 different blessings, each of them knocking off 2% of chance. So with all blessings you would have a 5% chance to for each item to drop on death.
  Now we could also make having all 5 blessings make it a 0% chance, or introduce an item into the game that you can wear that reduces the chance to 0%. Something like this should cost the player a good bit of currency. Something like this I think kinda defers away from the whole PVP aspect, and I believe if its available it should be very hard to obtain.

if you have around 30 items counting your equipment and inventory at the base chance of 15% you would lose on average 3-4 items. At 5% for all blessings per would lose between 0-2 average.

PVP should really be more of a fun aspect, then using as a means of crippling a person in the game. Majority of quests are now repeatable and any that are not need to noted to Imms and Myself so that they can be made repeatable. As far as people losing perzed items, there are scripts to prevent that. So losing a few items compared to all, is a big difference on how much it affects a player.

Perhaps using clan wars we can enable a means of having the ability to lose all items, This would be left up to the clan leaders. Perhaps there could be different types of clan wars.

MAGIC BUBBLE
  Magic bubble is a way over powered in the game. Its cast-able during combat, and makes the target immune to majority of spells good or bad.Players cant heal themselves with it being casted on them, and currently makes Gypsy one of the best PVP classes along with Midas Touch. And can have an incredible long duration.

So instead of it resisting majority of spells, Magic bubble would be changed so that It only adsorbs the first spell casted and then it would break. The cast time on the spell would be reduced down to around 5 seconds, and the duration of the spell would most likely be reduced to around 1 minute.

This would make the spell quite usable for regular pvm combat as well as still useful in pvp combat.

DAMAGE PENALTY FOR ATTACKING LOWERED TIERED/REMORT
  This is also another  turn off for PVP. There is a big damage and health difference between tiers/remorts. So to try to balance this  we make some type of damage penalty for attacking lower tier/remort players to try to even out the damage and health. This would give lower tiers/remorts a fighting chance still.

The remort penalty caps after 32 remorts, Meaning that If a player with 50 remorts fights a player with 32 remorts there would be no damage penalty applied for remorts, only tiered.

The tiered penalty would be greater than the penalty for remorts. These would both be applied to the pk damage formula. What the exact formula is, would need some testing. So I cant give figures on that at the moment.

PVP POINTS
With adjusting pvp, this is somethings that has long been worthless on here, let alone doesn't work correctly. So this would be adjusted to. We can include a real reward system, and if we adjusted damage and added in damage penalty for lower tier/remorts, then we should be able to end the big argument on how to give out pvp points. Also we can include a leader board for the highest PVP points.

Pvp points would be earned by killing someone, we could make it if you loot someone you get extremely a lot less points then you would if not. Points would be given based on the target you are killing. Testing would be needed here to give an exact formula.

Some rewards could include:

Custom Brags
Timered Gear or special items
Perhaps this is where we can have an item to reduce item lost to 0 chance.
Maybe include RP awards that can be bought with PVP points or Award Points.


To Sum it all Up.

1. Reduce Pvp Damage across the board
2. Add in penalty's for engaging into pvp combat.
3. Reduce the risks of dying.
4. Adjust over powered spells in combat
5. Include a damage penalty for fighting lower tiered/remorts players.
6. Add In a real PVP points system.

This will be one of my focuses after Crafting gets in. So I would recommend players speak up before crafting goes in there should be plenty of time to voice your thoughts and opinions. I'm open to ideas, but if no one speaks up Ill go ahead and make changes on how I see fit.

23
Code Change Announcements / Some Code Changes Jan - 2015
« on: January 18, 2015, 05:39:07 pm »
1. * Now also works as an argument in an alias the same way $* would work.

2. Item read order has been changed from EQ-INV-ROOM, to INV-ROOM-EQ.

      This will keep equipment from interfering with room descriptions.

3. Login/Logout Messages have been increased from 80-120 charcaters

4. A bug with the MSDP protocol has been fixed, allowing players to correctly pull down their stats in the background.

5. You can now use worn containers.




24
Suggestions & Ideas / Re: The CRAFT System
« on: January 17, 2015, 05:50:39 pm »
Yes prom that be best.

25
Suggestions & Ideas / Re: Donations
« on: July 28, 2014, 12:33:27 pm »
From the way its written as long as the money is not used to reimburse anyone that is paying for the server then we can donate to pay for the server. So as long as the money is spent on the server, and not used to pay back the person that paid for the server then its fine.

So if Molly used the donations to pay for the server on January its okay,
But if Molly paid for the server herself on February she couldn't take any donations to reimburse herself for what she spent out of pocket for that month.
If Molly paid half of the server out of pocket in March and paid for the other half from the donations then its fine.

Regardless of whos account the money is going into, as long as its not used for that person to make a profit and only spent on server maintence then from my understanding it is not breaking the Licences.

This is taken directly from the Circlemud licences
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If you are a CircleMUD administrator, You must not accept any type of reimbursement for money spent out of pocket for running CircleMUD, i.e., for equipment expenses or fees incurred from service providers.

Now the keyword here is reimbursement. Reimbursement is an act of compensating someone for an expense.

If we donate money to help pay for the server, and this money is not pocketed by the Admin of the server in order to make up for what they had paid to maintain the server, and is only used for the server maintenance. Then I don't see this breaking the compliance of the licences.

It would be best if it went into the servers account or a new account is made so we can show proof of how the money is spent if it ever rises in a legal fashion.

26
Suggestions & Ideas / Donations
« on: July 28, 2014, 12:09:11 pm »
So I never really put much thought into about whos actually paying for these servers all these years, until Pievolution went down. The admin of it did not have the money at the time to continue its services so it made me think, why cant we help to pay. Of course we have a legal binding we have to follow with the Circlemud/Diku licences. But from the looks of it, we can have a donation set up to help pay for server cost.

Here is the Circlemud Licences that pertains to making money off the Circlemud codebase



The first condition says that you must not use CircleMUD to make money in any way or be otherwise compensated. CircleMUD was developed in people's uncompensated spare time and was given to you free of charge, and you must not use it to make money. CircleMUD must not in any way be used to facilitate your acceptance of fees, donations, or other compensation. Examples include, but are not limited to the following:

If you run CircleMUD, you must not require any type of fee or donation in exchange for being able to play CircleMUD. You must not solicit, offer or accept any kind of donation from your players in exchange for enhanced status in the game such as increased levels, character stats, gold, or equipment.
You must not solicit or accept money or other donations in exchange for running CircleMUD. You must not accept money or other donations from your players for purposes such as hardware upgrades for running CircleMUD.
You must not sell CircleMUD. You must not accept any type of fee in exchange for distributing or copying CircleMUD.
If you are a CircleMUD administrator, You must not accept any type of reimbursement for money spent out of pocket for running CircleMUD, i.e., for equipment expenses or fees incurred from service providers.


Now I dont have a degree in law but I want to point out the 3rd condition.

If you are a CircleMUD administrator, You must not accept any type of reimbursement for money spent out of pocket for running CircleMUD, i.e., for equipment expenses or fees incurred from service providers.


Now the keyword here is reimbursement. Reimbursement is an act of compensating someone for an expense.

If we donate money to help pay for the server, and this money is not pocketed by the Admin of the server in order to make up for what they had paid to maintain the server, and is only used for the server maintenance. Then I don't see this breaking the compliance of the licences.

Now of course if we set up a donation, donating will not grant you any special privileges, In or out of game.
You will be in no way rewarded for donating and you are not required to donate.
All donations would be used in maintaining the servers. These servers would include our Website, our main game port 4dimensions.org 6000, Our build port 4dimensions.org port 6002, Our testing port  4dimensions.org 6001, and would also cover the costs of our Coding port, Which was Pievolution.org.
 The donations received will not be used to reimburse anyone in the cost of maintaining the server or upgrading server hardware.


CirclueMud Licenceshttp://www.circlemud.org/license.html\
Dikumud Licences http://en.wikipedia.org/wiki/DikuMUD#DikuMUD_license


Now im unsure of the costs of all this, if any admin would care to share what they are spending but overtime it adds up, and I dont see why if we wanted to help out  we couldn't. Anyways any thoughts on this, there are serveral ways to set up an account for donations.

-Bane

27
Roleplay / Looking for a cew
« on: June 29, 2014, 11:00:45 pm »
Vurashima looks around the room before he rolls his neck around and gives it a few pops. This bar is on the other side of the galaxy and not many people venture this deep into space, at least no one that has good intentions. Vurashima picked this bar for that purpose, he didn’t want people who would not be willing to maybe twist the law to their favor. Seeking out this Ghost criminal he knew wouldn’t be an easy task and knew that if he wanted to collect that bounty he would have to break the law.

Vurashima sees an open bar stool next to the bar and makes way to it. He looks around the room looking to eye anyone who might be a good choice for the crew. He plops a seat on the stool and tells the barmen to pour him a double shot of something good.


Kam looks at the bar from across the street. It was a dump. At best, it was filled with garbage. Today, it was filled with something else. Maybe a chance, maybe a life? Who knew. Maybe death. These places were never for the rich and privileged. Many times, its occupants would slit your thought as soon a shake your hand. Exactly the sort of place he would look for a crew too. It made sense. That did nothing to ease the tension he felt.

Kam began walking, up to and through the door, letting it hang open a second. His eyes scan, he did not see the man, at first. He sees him at the bar though. Entering, hands in his pockets, he makes a nodding gesture to no one in particular, and moves to the counter. "Dirtiest you have, in the cleanest glass." He says, slapping the counter and seating himself. Two seats down from the man he was here to see.

Rosey notices the bar and decides that by the looks of it she should be able to find a crew to join. she enters and orders a drink, then looking around notices two people who look promising and goes to join them


Vurashima notices two people who seem to be a little out of place in the bar, they defiantly were not regulars as he has came here often enough. Their clothes let alone were to nice to be some alcoholic that would visit here often. He runs his hand down to his gun belt and undoes the strap and keeps a hand on it. Being a bounty hunter you make more enemies then you do friends so you always have to be cautious.

Vurashima throws the barman a few credits and takes his drink and moves down the bar and stands in between Kam and Rosey hand still sitting on his blaster. "You chaps I take it are not here just for a drink are you" He says. "You 'all looking to make a score." He eyes over Rosey, He was never a fan of having females part of his, Hes seen a lot of them freeze in the moment and die for that brief hesitation but he knew he was going to need all the help he could get hunting down this fugitive.


Kam moves his right hand slowly, looking at his chrono, then moves it back. Both of his hands are on the bar, his left nearly wrapped around his glass. "Always." He looks down the bar, not at the man who was now between him and the woman who had moved near them both. "What's the price tag?" No use getting himself killed for someones pocket change. His eyes drift up behind the bar counter, past the drinks. At each of the surfaces that reflected the scene behind him.

Rosey returns the glance at Vurashima and states. You are right I am not only here for the drink and though I may be a woman I am a brave one. She keeps a hand on her weapon as well.


Vurashima lets out a small snicker at Rosey reaction. He raises his hand up off his blaster and lays them on the bar to relieve some of the tension. "A bounty hunter can never bee to cautious. Never know whose put out a bounty for my head." He laughs, "though then again I still have my head so no ones ever been successful enough in that". Vurashima looks over Kam, a man here for the money he thought to himself. Money always fueled good crew members.

Knowing there’s a score at the end of this kept a lot of men going and alive. "The price is good, 5000 credits to the ICP, but that’s pocket change to what others are offering for this guy. For someone whom so little is known about he sure is wanted by a lot of men." "Either one of you have any idea what you are up against by taken this score on?" He asks sternly.

Kam purses his lips, drumming his thumb and middle finger on the bar. Two tables back, someone was paying more attention that a drunk should. "Nope. He wouldn't be worth that, and still on the market if he small time." He licked his lips, looking over his left shoulder to the woman. She didn't look all that fragile. His gaze continues. There was surprisingly nothing really remarkable about him. There was a dangerous air about him though. Like a man who walked back from the dead, more than once.


Rosey glances at both men and notice both look like strong men so replies, I may not realize the full score but I never refuse a challenge.


Vurashima states" this man been captured multiple times, and has always broken freed before anyone been able to interrogate a single thing out of this man. No one knows who he works for or with, They are like a ghost. You never see then and when you do they scare the shit out of you and disappear before you even realize what has happened. They want him alive for his brain, apprenlty he has something very valuable so making sure he stays alive is a major priority if you value your life.

Hell I’ve known men who the ICP have made disappear without a trace leading back to them just for speaking about trying to kill this man." Vurashima eyes Kam and notices his drink starting to get low and yells at the barmen to fill him another. "Now I know you chap are man out looking for money." He says as he lights up a cigar and plops down in the bar stool and swivels it around towards Kam. He takes a long drag of his cigar as he stares down Kam. "Now exactly how far you willing to go for money.

"5000 credits is a little cheap to a price tag of 25000 that another may be offering. He swivels his stool around towards Rosey. "Now you doll I don’t know what to think. What are you in this for? You here for the money, or the excitement.?"

Kam doesn't say anything. 25,000 was probably the highest he'd touched. Hence the crew. He drums his fingers on the bar again, his left hand moves away from the drink, which was now full. It moves up to his face, to trace a ring around his upper lip, down across his chin. If he didn’t need it, he'd walk away at that moment. "I'll go the distance." He hoped. "Do me a favor though," His left hand again grasps the glass. "...don't leer at me like that." He looks up behind the bar. Two tables back had left.



Rosey glances at both guys again then turning to Vurashima she replies, actually I am in for both of those, money and excitement.


Vurashima looks up and glances in the mirror and sees the men sitting two tables back. "I noticed I’m not the only one whoms attention they caught" He says towards Kam. "They are both armed and blasters latches are taken off. They don’t look to be ICP, Not exactly sure who they are." His hair on his neck has been standing up since these men walked in, He wasn’t quite sure who they where but he knew they was there for him. He swivels the bar stool to get a better angle in the mirror to keep an eye on the men.

Vurshima yells down at the barmen who seems to be arguing with a heated customer over a drink the drunk has spilled all over the bar. The barmen looks down and looks relieved to be able to walk away from the irritated customer. "What can I get you Vura, you are always a sight for sore eye." asks the barmen. "Two tables back, who are they?" Vurashima asks. "I’m not sure they've been in and out of the bar all day, they seem to be looking for someone. They haven’t even ordered one drink.

They just come in here and take up seats that good paying customers could have." The barmen complains. Vurashima laughs as he looks around the half empty bar. "Do me a favor then have one of your girls go take them two screaming orgasms drinks over there. Make sure its Vicky shes always got a way with the guys" The barmen walks away and Vurashima looks down at the bar.

Well I’m not sure if you have decided or not if you would be joining me, But it seems you wont have a choice in the matter now. I’m pretty sure we wont be able to leave this place with out a fight" He says in a smooth calming tone. A smile spreads across his face. "You ready to show me if your worthy enough lades and gentlemen?" His hand slides back down to his holster.


Kam grimaces. "5 minutes, and already you're leading us to trouble." He looks to both ends of the bars. Restrooms, kitchen doors, anything. The man had a point. They were all tethered now. He sits up a little straighter, leaning forward. His right hand slides into his jacket, grasping the pistol grip there. "Ready when you are." His face sets in grim determination. He had rolled the dice quite a bit, but today they wouldn’t be belly up.


Rosey glances around the room then looking at Vurashima she nods solemnly.

[

Vurashima Spins the bar stool around and whips out his pistol, and fires a shot at the light above the the men sitting behind them. He yells out for Kam and Rosey to shoot out the lights and run. The band music stops and screams follow, the fresh scent of a blaster fills the room. Vurashima nostrils inhales the sweet scent and his eyes shine over as the room goes dark.


Vurashima throws a few credits on the bar. "Ill be in touch." He says then you see his eyes extinguish and you can longer see anything in the room except for the blaster shots being fired over your heads. Vurashima is gone, and left you to deal with his new friends to yourselves.

28
Roleplay / The Hunt for A Ghost.
« on: June 29, 2014, 11:00:05 pm »
Here we will be keeping all forum logs to deal with the new RP event The Hunt for A Ghost.

If you are a player posting a rp event from your own scene please do your best to edit them. Remove all junk that does not concern to the story, Like Gossip chatter, chatter that is not dealin with the scene, Mobs walking in and out of rooms, Tells, Etc.


If you have any questions please ask me in game, note me, or leave it on the recall, or you can leave it on here. Do not go out of lines with disucussions in here, please keep them to topic only. Anything off topic will be deleted from this post.

There will also be no flaming in this thread.

Bane

29
Building Board / Building / Scripting Materials
« on: October 26, 2013, 11:21:51 am »
We have a link our our site thats suppose and use to on the old site give download links to reference material to learn building and scripting. These was removed when the site was updated and Diandra was left in charge of emailing people with these materials.

Now i could be mistaken but Diandra has been active lately, and I dont see why it would hurt to add links to downloads or upload them here on the forums.

Was just brought to my attention because Calypso was trying to learn scripting and only had the advance scripting reference.

I was going to post them but I cant even find my copies.

30
Suggestions & Ideas / Re: Blind Players
« on: October 26, 2013, 11:19:01 am »
Hmm didnt get an email notification on you posting here but anyways.

As far as the skill percentage on skills/spells if no one objects go ahead and remove the requirement for 22 int to see. Just go ahead and let everyone see it. It doesn't give anyone a advantage or anything so I would go ahead and remove that.

Other then that, everything looks good. Go ahead and push it and let Xerxes/Thotter know. I might suggest emailing them rather then trying to catch them in game.


Good Work Rynald.

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