New Old Areas!
+5
TheeVals
OmegaChaos
Whoisthere
SeXy_SnipER
Dae_Blazin
9 posters
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New Old Areas!
Okay gang. We've figured out that it's not a ref problem causing DM's to crash the server.
Since I'm not having to wade through piles of scripts I have been tasked with removal of the blighted snow in the server.
NO MORE SNOW!
But, I wanted to ask a question or two before this get's too far underway.
Since basicly I'll be completely removing the areas and making fresh new versions. I was wondering if there was any changes you would like to see? New building layout or maybe add in some things. I was thinking it could go along the grounds of after the ungodly long winter when all that snow ments it could saturate the ground so badly that there are small floods and landslides. Which would need to be remade, or at least the area it destroyed would be repaired.
So here is what I'm gonna do. We're gonna start having you guys throw me some ideas. After a good pile is gathered, I'm going to consult the rest of the staff and we'll deside what is reasonable and not. Then I'll make the changes and remove the old areas, putting in the new ones.
Since I'm not having to wade through piles of scripts I have been tasked with removal of the blighted snow in the server.
NO MORE SNOW!
But, I wanted to ask a question or two before this get's too far underway.
Since basicly I'll be completely removing the areas and making fresh new versions. I was wondering if there was any changes you would like to see? New building layout or maybe add in some things. I was thinking it could go along the grounds of after the ungodly long winter when all that snow ments it could saturate the ground so badly that there are small floods and landslides. Which would need to be remade, or at least the area it destroyed would be repaired.
So here is what I'm gonna do. We're gonna start having you guys throw me some ideas. After a good pile is gathered, I'm going to consult the rest of the staff and we'll deside what is reasonable and not. Then I'll make the changes and remove the old areas, putting in the new ones.
Dae_Blazin- Posts : 68
Join date : 2013-02-14
Age : 40
Location : Void of Reality
Re: New Old Areas!
A place that people can buy a house , like a neighborhood type deal, are you planning on using the new tileset? that bad arse looking stuff? just wondering
-SeXy
-SeXy
SeXy_SnipER- Posts : 154
Join date : 2012-04-29
Re: New Old Areas!
I don't care, as long as its not a huge area, hate running around a huge place of buildings and 1/2 do nothing, just for looks.. But keep in mind if we later on decide to expand crafting we have room to add any shops or areas for it..
Whoisthere- Posts : 84
Join date : 2012-07-21
Age : 54
Location : Minnesota, USA
Re: New Old Areas!
In the theme of "Starting Fresh", we can't exactly wipe the vault. In fact as you all know we've added the old vault which brings in a lot of extra gold in the economy and a huge inbalance between new and old characters in terms of equipment. My idea is that we create an additional form of currency that can only be used in a new shop with new items. This could easily be done by having either questlines with rewards that can be completed every reset or daily or weekly(In line with the daily quests popular in many mmos). This would encourage the soakers to spend some time each day or every week to do these quests for the token. It would also help the newer players have some playtime with older players and get better equipment to catch up. Just an idea to level the playing field and add a new aspect competitive in nature.
OmegaChaos- Posts : 85
Join date : 2013-10-21
Re: New Old Areas!
Moar forest in rustin road/summan valley where there is a gap between a cliff and edge of map.
There is no purpose for either faction to leave those spots open for attack, considering the amount of times the tactic of summoning things up onto the cliff has been used in that spot it would only make sense that a bunch of trees were planted.
For defensive tactic purposes.
It will make summoning a tree up onto the cliff or swarm minions that much more difficult with the challenge of distracting the first archer or killing them before getting something up onto the cliff.
The only possible downsides to this are; all assault pvp involving the cliff will have an npc involved until it's killed. any potential tactics involving hidding out of view in that gap (untill someone has a cliff view or true TS).
There is no purpose for either faction to leave those spots open for attack, considering the amount of times the tactic of summoning things up onto the cliff has been used in that spot it would only make sense that a bunch of trees were planted.
For defensive tactic purposes.
It will make summoning a tree up onto the cliff or swarm minions that much more difficult with the challenge of distracting the first archer or killing them before getting something up onto the cliff.
The only possible downsides to this are; all assault pvp involving the cliff will have an npc involved until it's killed. any potential tactics involving hidding out of view in that gap (untill someone has a cliff view or true TS).
TheeVals- Posts : 341
Join date : 2011-02-28
Location : Sitting infront of a Computer.
Re: New Old Areas!
I would love to have toilets in forts + tavern and a brothel in ranzington!
Rugnarie- Posts : 333
Join date : 2011-03-28
Re: New Old Areas!
Approved, I'm working out a way to make it script and database so we don't need DM's. Wil be attached to the docks in Ranz.SeXy_SnipER wrote:A place that people can buy a house , like a neighborhood type deal
Approved! In fact I've shrunken a few areas. Ranzinton for one. If you know any more overly large areas let me know. I like to keep things at or under 16x16 (forts sizes)Whoisthere wrote:I don't care, as long as its not a huge area, hate running around a huge place of buildings and 1/2 do nothing, just for looks.. But keep in mind if we later on decide to expand crafting we have room to add any shops or areas for it..
We're talking this over.OmegaChaos wrote:-create an additional form of currency that can only be used in a new shop with new items-
About the other stuff you said, reguarding daily or weekly quests, I love the idea. The main problem is server reset times. I dunno how constant they are. I could rig up something with game dates.
Done! Though... I forgot to ask the team...TheeVals wrote:Moar forest in rustin road/summan valley where there is a gap between a cliff and edge of map.
Are... are you being serious?Rugnarie wrote:I would love to have toilets in forts + tavern and a brothel in ranzington!
Dae_Blazin- Posts : 68
Join date : 2013-02-14
Age : 40
Location : Void of Reality
Re: New Old Areas!
Why does everybody always ask me that...
Yes, I'm being serious.
I might not need a brothel, but I'd definitely appreciate a toilet. Thanks!
Yes, I'm being serious.
I might not need a brothel, but I'd definitely appreciate a toilet. Thanks!
Rugnarie- Posts : 333
Join date : 2011-03-28
Re: New Old Areas!
After talking about this a bit. What sort of things did you have in mind? Like epic weapons and armor? Because there's a lot a stuff out there already. Or did you mean for like, DM made items tailored like you want them? Picking the magic on them? Because that would be a whole lot of work and stress.OmegaChaos wrote:create an additional form of currency that can only be used in a new shop with new items
Dae_Blazin- Posts : 68
Join date : 2013-02-14
Age : 40
Location : Void of Reality
Re: New Old Areas!
Dae_Blazin wrote:After talking about this a bit. What sort of things did you have in mind? Like epic weapons and armor? Because there's a lot a stuff out there already. Or did you mean for like, DM made items tailored like you want them? Picking the magic on them? Because that would be a whole lot of work and stress.OmegaChaos wrote:create an additional form of currency that can only be used in a new shop with new items
Not to rip off any other site ideas but I think he is talking about something on this order, I think??
Come across it on other mods in the past and named different but same concept..
http://amiawiki.shatuga.com/index.php?title=Dream_Coin_System
Whoisthere- Posts : 84
Join date : 2012-07-21
Age : 54
Location : Minnesota, USA
Re: New Old Areas!
The spirit of my idea was to help out new players. Realistically speaking they will never have the amount of gold these old vault characters will. They earned that money and should be allowed to spend it on gear. However, I was just suggesting we add this new form of currency to even the playing field a little bit(In essence, every players is starting fresh in terms of this currency). The items would have to be of equal or a just a hair better than the current items available in the shops in order for players to see a reason to pursue it.
I also am a little biased because I personally don't want to spend all day mining for gold ore, then crafting gold daggers to mass sell just to be able to buy some better gear. I'd like a different way to get gold.
I also am a little biased because I personally don't want to spend all day mining for gold ore, then crafting gold daggers to mass sell just to be able to buy some better gear. I'd like a different way to get gold.
OmegaChaos- Posts : 85
Join date : 2013-10-21
Re: New Old Areas!
OmegaChaos wrote:I personally don't want to spend all day mining for gold ore, then crafting gold daggers to mass sell just to be able to buy some better gear. I'd like a different way to get gold.
That is only one way, a few other ways are;
-Gather treasure chest gold -ant cave is usually a good 50k per visit.
-Also gather and sell loot from treasure chests. (to either npc or fellow players...)
-Hope the player you find out in the wild is carrying gold on them, ambush them and kill them and take their gold. (You could be pleasantly surprised how many people do not empty their pockets).
I've personally played the gold gathering methods of dagger selling (more so for the fun of filling 2 bags worth of bank tokens... took forever... with shadow ore...) as well as loot selling. The 'loot selling' method was faster and more enjoyable... suffice is to say those that rely on the 'dagger selling' method are only putting themselves at a disadvantage...
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Maybe the assault npcs, specifically the two gate guards and the two in the temple, could drop an 'insignia' which can be traded in at said special shop. This might neglect the non-pvping portion of the player-base though, however it would encourage players to completely clear during assaults... (the archer's would despawn to fast to gather anything).
Also if there is a way to make it so the item only shows up for the enemy faction.. so you don't have a bunch of axfell/cleaven gathering their own insignia's.
I recall there being talk of bringing back scalping, before, this would be close to it... and without any negative abuse towards other player's side effects (like getting stuck in the fugue plane if someone scalps as soon as a corpse shows up...)
TheeVals- Posts : 341
Join date : 2011-02-28
Location : Sitting infront of a Computer.
Re: New Old Areas!
OmegaChaos wrote:The spirit of my idea was to help out new players. Realistically speaking they will never have the amount of gold these old vault characters will. They earned that money and should be allowed to spend it on gear. However, I was just suggesting we add this new form of currency to even the playing field a little bit(In essence, every players is starting fresh in terms of this currency). The items would have to be of equal or a just a hair better than the current items available in the shops in order for players to see a reason to pursue it.
I also am a little biased because I personally don't want to spend all day mining for gold ore, then crafting gold daggers to mass sell just to be able to buy some better gear. I'd like a different way to get gold.
The old characters are balanced slightly by the fact that they gave up their ATS points, and if they wish to resume the dagger selling they must relearn ATS again.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: New Old Areas!
Good point and I think thats a step in the right direction, but it appears that the old vault have no reason to do so because they are their own personal banks(once again they obviously earned it over time and deserve it). But if there were new items and currency these characters would probably want to get said items and would have to start using the new currency to do so, as well as the new players hence all starting fresh together.
It's just an idea, can be easily thrown under the carpet.
It's just an idea, can be easily thrown under the carpet.
OmegaChaos- Posts : 85
Join date : 2013-10-21
Re: New Old Areas!
"It's just an idea, can be easily thrown under the carpet."
I would say no idea ends up in that place, keep tossing them out and maybe make a "Wish List" of future mod version changes at some point..
I would say no idea ends up in that place, keep tossing them out and maybe make a "Wish List" of future mod version changes at some point..
Whoisthere- Posts : 84
Join date : 2012-07-21
Age : 54
Location : Minnesota, USA
Re: New Old Areas!
That's not to say it can't happen or I'm against it or won't happen... just offering a point of contention that you might not have thought of.
I for one have only logged into my older characters to look and see exactly what I have. Everything I've actually played is post-wipe.
I also think an RP Token system with an RP Token shop could be pretty cool once we have functional RPDMs to hand such things out.
I for one have only logged into my older characters to look and see exactly what I have. Everything I've actually played is post-wipe.
I also think an RP Token system with an RP Token shop could be pretty cool once we have functional RPDMs to hand such things out.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: New Old Areas!
There have been changes to some ATS items that are an overnerf, mithril helms are garbage and the armor should be an upgrade over syenite rubicite and verducite pieces not a sidegrade/downgrade considering the rarity and work involved getting it. I know there's adamantium in the mod but with numbers being what they are plus the fact that I have no idea where to start looking I don't see anyone getting their hands on some without luck.
Also enough people have had access to the mod to have a distinct advantage of knowing where resources are and what the new recipes are.
Also enough people have had access to the mod to have a distinct advantage of knowing where resources are and what the new recipes are.
sniqow- Posts : 145
Join date : 2011-10-24
Re: New Old Areas!
sniqow wrote:I know there's adamantium in the mod but with numbers being what they are plus the fact that I have no idea where to start looking I don't see anyone getting their hands on some without luck.
... I wouldn't be so sure of that.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: New Old Areas!
sniqow wrote:There have been changes to some ATS items that are an overnerf, mithril helms are garbage and the armor should be an upgrade over syenite rubicite and verducite pieces not a sidegrade/downgrade considering the rarity and work involved getting it. I know there's adamantium in the mod but with numbers being what they are plus the fact that I have no idea where to start looking I don't see anyone getting their hands on some without luck.
Also enough people have had access to the mod to have a distinct advantage of knowing where resources are and what the new recipes are.
Not to beat a dead horse and I know its going to be a ton of work to fix and improve all of the ATS system but this for me is near the top of the list, I think the base for this mod was built using CNR so moving from CNR to ATS along with other script tweaks over the years I think has bugged it all up.. I know this will take tons of time so maybe as anyone has time can take a look and see how big of a mess it is.. Maybe do a whole new crafting system if it looks like a total heap of GIGO..
Whoisthere- Posts : 84
Join date : 2012-07-21
Age : 54
Location : Minnesota, USA
Re: New Old Areas!
Wow, so off topic. lots of things to address. Okay. (rubs hands together)
New currency : I love it, gives me lots of ideas. As well as the insignia/scalping. How to prevent abuse, well have the fort captains own the shops, and flag the items as ether cleaven/axfell insignia/scalps so if Axfell got an Axfell scalp the only thing they can do with it is sell it to a cleaven or throw it in the trash. However, there is still the problem of what would this shop sell? What would be balanced?
People have heaps of gold : Yeah, that's something that always happens, and will never be curbed no matter what is done.
Say for removing bank tokens, forcing people to carry there gold on person at all times, flag all crafting items as stolen so you can't sell them, and limit the gold that stores carry.
EVEN THEN, you can just wait for a reset and bum-rush the shop to sell everything you can. Never enter an area you feel you have a thin chance of dieing. Or more likely, make a gold mule character who would be caped at 999,999,999gp
If people want piles of gold they WILL find a way to get it. So this idea that gold can be regulated is a fanticy.
Crafting : We're talking about if we should keep ATS, move to CNR (not looking good) finding something new (which we haven't yet) make our own (so much work it's probly not going to happen) or just remaking/modifying the ATS items. My only problem with this is again, I don't know what drops at what levels and where the resources are / how hard they are to get. However, that is not the case with the rest of the staff. We just need to deside what to have what do.
Given what I have looked at. It is so omg easy for me to add more items and recipies. But why do that if the old items can be redone? I'll probly look at this next.
New currency : I love it, gives me lots of ideas. As well as the insignia/scalping. How to prevent abuse, well have the fort captains own the shops, and flag the items as ether cleaven/axfell insignia/scalps so if Axfell got an Axfell scalp the only thing they can do with it is sell it to a cleaven or throw it in the trash. However, there is still the problem of what would this shop sell? What would be balanced?
People have heaps of gold : Yeah, that's something that always happens, and will never be curbed no matter what is done.
Say for removing bank tokens, forcing people to carry there gold on person at all times, flag all crafting items as stolen so you can't sell them, and limit the gold that stores carry.
EVEN THEN, you can just wait for a reset and bum-rush the shop to sell everything you can. Never enter an area you feel you have a thin chance of dieing. Or more likely, make a gold mule character who would be caped at 999,999,999gp
If people want piles of gold they WILL find a way to get it. So this idea that gold can be regulated is a fanticy.
Crafting : We're talking about if we should keep ATS, move to CNR (not looking good) finding something new (which we haven't yet) make our own (so much work it's probly not going to happen) or just remaking/modifying the ATS items. My only problem with this is again, I don't know what drops at what levels and where the resources are / how hard they are to get. However, that is not the case with the rest of the staff. We just need to deside what to have what do.
Given what I have looked at. It is so omg easy for me to add more items and recipies. But why do that if the old items can be redone? I'll probly look at this next.
Dae_Blazin- Posts : 68
Join date : 2013-02-14
Age : 40
Location : Void of Reality
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