oh mr davood did not talk about how guilds would be like corporations and certain peopel would be able to share their "patents" with each other,a dn there might be guild patents that lets you make stuff if your in the guild etc.
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The monologue is amusing, Davood.
I've read over it all, and mulling over it's implementation while juggling work stuff and my "dream land what if's" of this theoretical project. :) |
imho it isn't a big technical challenge.
the real question is - how to properly implement it so that it can grow on its own. youll need to finish my thought experiment and discuss how guilds will play into it, how groups will play into it, and how ownership on items will play into it. guild banks are a pocket calculator next to a 32 core beast cpu that will be your EverEve server's implementation of sharing items. |
and come up with more ways to make money
possibly through "mining" ore or harvesting other things (equipping a special item which lets you attack special object then you loot ore and take it to a refinery). then you could build the ore/tree/gem/etc component into existing dungeons/areas which adds to the challenge. like special crystals are harvestable only under where some super r*****t dragon sleeps, or certain metals only found in certain nasty dungeon/cave places. heck alot of dungeons are ALREADY THEMED as mines. but without the mining |
if i had 1 million dollars
i would spend most of it on my debt but then i would use the remaining little bit to relax and do this thing. if only i had the time. the other project i wanted to do was to make a .HACK style game with eq and have virtually infinite randomized dungeons based on certain preset spawn areas and area - weather - element - etc types the way .hack does it. |
Been 6 days, I've been doing some preliminary stuff for this project, very casually. Have a test server up.
https://github.com/Xackery/TheoryQuest/commits/master You can see a changelog of the spellfile. I was focusing on beastlord revamp to start. Was adding ~10 new spell lines, 7 tiers each, so 70 new spells per class basically. I'll touch each class with the same hit. I've had a few stragglers hop on the server and give positive feedback about how hard i'm hitting changes. |
Quote:
Mixed with a personal idea, I would try this: Have a random roll per player autogenerated by the system instead of having to allow players distribute loot themselves. If player hits a 80 or higher on a random 100 roll, they get an item, if not, they get plat, or a 25% chance at a token that lets them purchase a piece of gear if they lose loot rolls too often. Reset this random roll every x days. You can still participate in the kill, you just won't be rewarded for it until the lockout timer from the kill is up. Alternatively, allow a loot token to be sacrificed for an additional loot roll for the item. This extra roll would result in plat or the item only, and not an additional loot token. (50/50 chance) Loot from all named NPCs being handled this way would be the ideal way to go. With the exception of trash NPCs, which give a personal loot 'pool' per player and each player gets their own loot pool without a lockout timer. |
I love the idea Secrets! I need to mull over it's implementation.
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