This is make believe time, folk, so have fun with it!
Topic 1179
- HWC Sareth
- Exile
- Post #1
Topic 1179
We all know Clan Lords will be around a while, so there's no particular need for DT to create CLII. But if they were to create CLII, if there was a need, what would you be interested in seeing it include?
This is make believe time, folk, so have fun with it!
This is make believe time, folk, so have fun with it!
- HWC Sareth
- Exile
- Post #2
Topic 1179
Here's a some ideas I thought might be interesting.
A) Biological Spawning.
Rather than have the current spawn system (which every games uses) where they just pop new critters into play every so often in set locations, the spawn is based off of the existing population. So in order to get more critters, there already have to be critters in play. So let's take SF as an example. In order for SF to have IPs spawn, some IPs already have to be there. The formula might run something like (critters in play) x (random number) = critters spawned.
This would result in players being able to actually impact the world. Areas that get heavily traveled could be "tamed" by hunting dangerous stuff into extinction. Quests could be created for rangers to "restore the balance" by reintroducing extinct critters. And those concerned with replenishable coin/rank bearing creatures would have to consider how many of x to kill before leaving some survivors to replenish the population... Etc.
Valuable plants could spawn in a similar fashion. This might allow actual farmer characters.
Rarity of plants/animals would be the result of having a lower spawn percentage chance per population base.
b) Tribe Lord.
Allow people to generate characters as Orga. Orga cannot attack other orga, but can attaack exiles. Normal orga exist, but there also exist the traditional player character races as spawned critters huntable by orga. Orga get library, trainers, quests, etc. They simply play the other side.
Yeah, yeah. I know. People who want this should just play WoW. Heh.
A) Biological Spawning.
Rather than have the current spawn system (which every games uses) where they just pop new critters into play every so often in set locations, the spawn is based off of the existing population. So in order to get more critters, there already have to be critters in play. So let's take SF as an example. In order for SF to have IPs spawn, some IPs already have to be there. The formula might run something like (critters in play) x (random number) = critters spawned.
This would result in players being able to actually impact the world. Areas that get heavily traveled could be "tamed" by hunting dangerous stuff into extinction. Quests could be created for rangers to "restore the balance" by reintroducing extinct critters. And those concerned with replenishable coin/rank bearing creatures would have to consider how many of x to kill before leaving some survivors to replenish the population... Etc.
Valuable plants could spawn in a similar fashion. This might allow actual farmer characters.
Rarity of plants/animals would be the result of having a lower spawn percentage chance per population base.
b) Tribe Lord.
Allow people to generate characters as Orga. Orga cannot attack other orga, but can attaack exiles. Normal orga exist, but there also exist the traditional player character races as spawned critters huntable by orga. Orga get library, trainers, quests, etc. They simply play the other side.
Yeah, yeah. I know. People who want this should just play WoW. Heh.
- Cinnamon
- Exile
- Post #3
Topic 1179
A manual explaining the basics. Simple things like, combo trainers have bonuses. Trainers that are upfront with their effects, the fact that some trainers affect sltr more than others isn't obvious and remains unlearned until one is already screwed and even then isn't necesarally learned without some form of comparison. The philosophy and practice of each class and subclass. I'm not talking about giving away quest secrets.
Implement a standard numberless system, I don't need hard numbers, I just don't need to learn three languages to say '5'. Not different counting methods for regular ranks, special weapon ranks, karma. If 0 - 9 = "much to learn" and I have 5GK, then I have "much to learn about GK". Not a pinch or smidgen for the same real value of 5 depending on the context.
I think it would be cool to see a total classless shift like JeffRay Lord, just for fun. I'm just afraid that it will be cookie-cutter FighterHealers.
One way teleportation to town available to each individual regardless of profession. The WoW hearthstone, I think they call it.
Potions that aren't sentient.
Implement a standard numberless system, I don't need hard numbers, I just don't need to learn three languages to say '5'. Not different counting methods for regular ranks, special weapon ranks, karma. If 0 - 9 = "much to learn" and I have 5GK, then I have "much to learn about GK". Not a pinch or smidgen for the same real value of 5 depending on the context.
I think it would be cool to see a total classless shift like JeffRay Lord, just for fun. I'm just afraid that it will be cookie-cutter FighterHealers.
One way teleportation to town available to each individual regardless of profession. The WoW hearthstone, I think they call it.
Potions that aren't sentient.
- Eldon
- Exile
- Post #4
Topic 1179
A) I've thought about it, but players would hate it. But, maybe I could use it in one of my new areas as a trial.HWC Sareth wrote:Here's a some ideas I thought might be interesting.
A) Biological Spawning.
[snip]
b) Tribe Lord.
[snip]
B) No comment.
- Mjollnir
- Exile
- Post #5
Topic 1179
Destroyable buildings
Monsters could knock down buildings during invasions.
Player sponcered buildings
Players could sponcer a building, paying x amounts of coins to pick a schematic from some sort of central registry and choose where to place it
they'd then have to donate so many coins per month (as well as it being open to donations from everybody else) payable at the central registry.
If they have managed to pay enough coins per month they get to name it (like Sielk's bridge), otherwise it just becomes a generic building, so it could be Micheals Rankwhore Acadamy or just Fighter Guild.
Monsters could knock down buildings during invasions.
Player sponcered buildings
Players could sponcer a building, paying x amounts of coins to pick a schematic from some sort of central registry and choose where to place it
they'd then have to donate so many coins per month (as well as it being open to donations from everybody else) payable at the central registry.
If they have managed to pay enough coins per month they get to name it (like Sielk's bridge), otherwise it just becomes a generic building, so it could be Micheals Rankwhore Acadamy or just Fighter Guild.
- Cinnamon
- Exile
- Post #6
Topic 1179
Biological spawning would suck so totally. There would have to be some kind of 'zu farming experience for raising an orphaned litter of IP to a viable population. Sounds boring. The engine would be neat! Biomass vs. growth rates & reproductive rates. Rangers coining out SF would decimate the larger mammals which would never rebound as rats with their fast growth to reproductive age, low biomass requirements, high reproductive rate would swarm the countryside and then we'd need to import dingos from Australia to eat the rats and then we have a dingo problem and OMG my baby where's my baby!
Interesting...
Interesting...
- Eldon
- Exile
- Post #7
Topic 1179
...And then dingos and artaks sleeping together!...Cinnamon wrote:...OMG my baby where's my baby!...
- Fundin
- Exile
- Post #8
Topic 1179
Can you get Sherlock to change the Pitch Caves to this then, im sure we'd have a higher survival rate out there thenEldon wrote:A) I've thought about it, but players would hate it. But, maybe I could use it in one of my new areas as a trial.HWC Sareth wrote:Here's a some ideas I thought might be interesting.
A) Biological Spawning.
[snip]
- Starsword Eojek
- Exile
- Post #9
Topic 1179
Any of you played Saga of Ryzom? It's a French MMO that has a virtual eco-sim kinda' like to what you're talking about. 14 day trial if you want to check it out. I couldn't get past the 14 days as the game is still beta-quality software, and it felt like I was paying to playtest. Still, it's worth a peek.Cinnamon wrote:Biological spawning would suck so totally. There would have to be some kind of 'zu farming experience for raising an orphaned litter of IP to a viable population. Sounds boring. The engine would be neat! Biomass vs. growth rates & reproductive rates. Rangers coining out SF would decimate the larger mammals which would never rebound as rats with their fast growth to reproductive age, low biomass requirements, high reproductive rate would swarm the countryside and then we'd need to import dingos from Australia to eat the rats and then we have a dingo problem and OMG my baby where's my baby!
Interesting...
- Frog
- Exile
- Post #10
Topic 1179
for those of me who are too lazy to use google,Starsword Eojek wrote:Any of you played Saga of Ryzom? It's a French MMO that has a virtual eco-sim kinda' like to what you're talking about. 14 day trial if you want to check it out. I couldn't get past the 14 days as the game is still beta-quality software, and it felt like I was paying to playtest. Still, it's worth a peek.Cinnamon wrote:Biological spawning would suck so totally. There would have to be some kind of 'zu farming experience for raising an orphaned litter of IP to a viable population. Sounds boring. The engine would be neat! Biomass vs. growth rates & reproductive rates. Rangers coining out SF would decimate the larger mammals which would never rebound as rats with their fast growth to reproductive age, low biomass requirements, high reproductive rate would swarm the countryside and then we'd need to import dingos from Australia to eat the rats and then we have a dingo problem and OMG my baby where's my baby!
Interesting...
http://www.ryzom.com/ . I noticed it's an EXE file, is there a mac clone?
- Grok
- Exile
- Post #11
Topic 1179
Cinn already stated my opinion on Bio spawning.Mjollnir wrote:Destroyable buildings
Monsters could knock down buildings during invasions.
Player sponcered buildings
Players could sponcer a building, paying x amounts of coins to pick a schematic from some sort of central registry and choose where to place it
they'd then have to donate so many coins per month (as well as it being open to donations from everybody else) payable at the central registry.
If they have managed to pay enough coins per month they get to name it (like Sielk's bridge), otherwise it just becomes a generic building, so it could be Micheals Rankwhore Acadamy or just Fighter Guild.
Destroyable buildings would be a bad idea because if a useful building fell, then we wouldnt have it. who would call it Michales Ranwhore academy? (besides all you people who consider posting "I will" just to piss me off). come to think of it, why would people spend their money on such a thing? 'sides Sielk's bridge is named after him because he got the media on it. It would also be confusing to some people. Crius yells: Mjollnir and others are fallen in Klurs flaming Lava pits of of doom, healers needed, fighters too! little would peopne know, Crius is talking about the blacksmith... Actually this would be extrememly amusing, you have my 100% support.
- Jazz
- Exile
- Post #12
Topic 1179
I give a hearty thumbs up to this. With so many people having so many alternate character slots if would be a blast to be able to play an Orga... especially ones that "grow" over time. Start out as Orga.. train up to Anger, then zerkie, then Fury, then etc. etc. Allow different colored sashes or something for them to wear for some kind of uniqueness. Plus it would be fun to terrorize newbies in town etc.HWC Sareth wrote:b) Tribe Lord.
Allow people to generate characters as Orga.
Really.. there are a lot of fun possibilities with this and it might not even be that hard to implement.
- zen
- Exile
- Post #13
Topic 1179
This idear has been endlessly squashed by the powers that be, but would most certainly be an integral part of Zenlord.Jazz wrote:I give a hearty thumbs up to this. With so many people having so many alternate character slots if would be a blast to be able to play an Orga... especially ones that "grow" over time. Start out as Orga.. train up to Anger, then zerkie, then Fury, then etc. etc. Allow different colored sashes or something for them to wear for some kind of uniqueness. Plus it would be fun to terrorize newbies in town etc.HWC Sareth wrote:b) Tribe Lord.
Allow people to generate characters as Orga.
Really.. there are a lot of fun possibilities with this and it might not even be that hard to implement.
Granted, it would be a COMPLETLY different game, so I understand why it's not even the glimmer of a hope of a dream as part of a DT produced CL.
It violates the no non-consensual PvP design philosophy.
- Jazz
- Exile
- Post #14
Topic 1179
Aye, I thought so too until I saw:zen wrote:This idear has been endlessly squashed by the powers that be
That's the only reason I thought I'd throw in a "me too".Eldon GM wrote:B) No Comment.
- Tigger
- Exile
- Post #15
Topic 1179
Implementing it is possible, but the testing and balancing (given CL's history with such things) would probably doom it. If they can't implement, test, and balance alternative healer tests, or even karma, what are the chances they could successfully loose clicker-controlled orga on the world? But it'd be fun, we might even get Nilor back.Jazz wrote:Really.. there are a lot of fun possibilities with this and it might not even be that hard to implement.