Registered: Aug 2001
Location: Huber Heights ohio
Posts: 13
the different maps and night/day
I just thought of this
for the replies about different maps and night/day
it could work like this
the map would change every 5-8 saveworlds or so at like 20-30 minutes after the server starts (or the last map change) what would happen at a map change is
1. the server would saveworld
2. the server would save characters
3. the server would make a temp file and place everyones (includeing bots) position.
4. the server would change the map to like snow or rain or fog or day or night. and alert the player that the map is changing to fog or whatever (though the current map change screen)
5. the server would place the players back in the game though the temp file created above
6. the server would erase the temp file
7. the server would do the same to change day and night but the time to change the map would be like 10-15 minute
these are just thoughts
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Come to Damasta RPG server!
at the tribes master server list click on damasta RPG server then click join! its cool and its awsome and its a day in time
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but what if your in a place in rpgmap5 where there's a hill in rpgmap1? or even worse, what if you are in rpgmap1 where uberzone is on rpgmap5, and you are a newbie?
well, what about the hill thing? if a newbie joins during a map change and he makes a character and ends up on top of a hill, there might be no hill where he is on the next map. So he would fall and die when the hill is removed for the next map. now his pack would sit there, and the newbie would probably not know how to get it. Then when the map changes AGAIN, the newbies pack falls off the map. ouch
Registered: Mar 2001
Location: Washington State, USA
Posts: 642
What if the newbies pack was sent to like say Keldrin
In Diablo 2, if a player dies and he disconnects from the game, his body/pack is sent to the town in that act (nearest town). Could IronSphere do something a bit similiar? Like sending their pack to Keldrin whenever they die, or when they get off, or something. Maybe their stuff could be sent to storage, just a few ideas on how this problem might be tackled.
This is my first time posting at these forums... Anyway, I had an idea. This idea is taken from Medievia, a MUD.
I think Trade Runs should be included in T2RPG, as a way to make money. A trade run would entail buying a cart of goods at one outpost, and traveling across land to another outpost to sell them, for significant profit. However, the path would have wandering monsters, who would attack the group or person doing the trade run. Also, the cart of goods would not be capable of being transported using a spell. Trade runs would allow high level users to make more money, faster than mining, and would add more aspects of adventure. Additionally, it would provide a reason for a group of people to work together and form a party.
Registered: Mar 2001
Location: Minnesota
Posts: 4229
That is a good idea...the no transport thing is already in place for magic dust, so it could easially be expanded to include other types of goods.
__________________ TRPG: Binkers and Newbies, remort 19, level 74 Guardian. Only 8027000 exp till remort 100! Gear:twin f14 courier spacecrafts, everything you could possibly want, except badges. Will pay 1.5 mil for exp badge.
While reading through some other posts, I got a few ideas.
One would be to have houses owned by townspeople in the town, like in Baldur's Gate. For example, if it were in Keldin Town, all those buildings would have doors that could be opened. That way, you could practice your thieving skills - however, the people may be home, and you could end up in combat with town guards.
My second idea is more of something I'd like to see in a map, rather than a real contribution to the mod overall. I think a large expanse of water, like a lake or ocean, would be cool. You could have large ocean-going ships on it, and there could be various islands and the like to visit. Also, there could be cities and such underwater, as well as monsters to encounter, like mermaids/mermen, harpies, etc.
Registered: Mar 2001
Location: Washington State, USA
Posts: 642
I totally disagree, cancer
LCK should remain on Death as the default for when you first join the server, then you can set it after that. If a newbie looses his stuff, he should be able to get it back, without having to kill a goblin for it, or something. Most newbies when they start don't know what LCK is or what it does and how to set it. And they won't think anything of it if they just start loosing LCK, they'll wonder, What is that? and they'll keep getting hit till they run out, then they'll loose all their stuff. Have you ever tried to start off with nothing, not even a pick axe? It's way too hard, and a newbie can't afford more LCK, their money is usually in the hundreds, they're broke by remort or high level standards. Newbies have to be stingy with their money, not just spend it on a whim, so how do you think they are going to get more LCK and replace their stuff once they loose it, not very easily. It's hard enough for newbies as it is, and you want to make it harder for them. I've made my case; now think about it, would you want to loose all your LCK, money, weapons, armor, etc. and and start from there?
Registered: Jun 2001
Location: Milky Way Galaxy
Posts: 121
If a newbie has 0 LCK the first one only cost about 100 bucks. I don't care who you are, if u can't make 100 bucks somehow, u don't deserve to play the game. However, it would get annoying having to run to Jaten everytime I ran out of LCK. That's why luck is on death by default. You just die and spawn close to where you did. Only time I ever put LCK on miss is if I need to grab my pack in uber or something. Otherwise it's just a nice convenient way to waste ur money and time.