Jump to content
Eternal Lands Official Forums
Arthur

some suggestions

Recommended Posts

PLZ DONT KILL ME IF THESE THINGS WERE ALLREADY SUGESTED!!!

1.0 housing

 

1.1

one of things that was suggested the most....housing.i suggest buying houses for el money,but they would cost realy a lot.there would be storage, that would take much smaller amount of stuff than usual storage, but still bether then nothing.then, your hp,mp points would restore 5x faster.when buying a house you would get a key for it, blame yourself if you lose it.

 

1.2

we should have thief skill, for house thiefing, thief would get bonus at night, and loose some skill at day.

 

1.3

if we have thiefs we must have security sistem right?so you should have pay for some security...most simple is the one that just prevents unskillfull thief to get inside your house.more advanced security sistem would give him some damage.the best security sistem would kill thief, no mather how much hp he got.

 

1.4

with buying house you would be able to have your area around it, where you could plant some plants.lucky/rich people would be able to open mines, and allow other players to mine the stuff for money.

 

1.5

IF there will be any ridable animals, why not make a chance for making animal renting?

 

2.0 guild wars

 

2.1

guilds that declare war on each other should be able to pk each other on ALL territoryes.

 

2.2

guilds should be able to control territoryes, like if you control portland, you would be getting some % from portlands income, and get some stuff from porltand cheaper.

 

2.3

wars for cities...well to control city you must get to its heart...so what guilds controls city heart gets the city.

 

2.4

fighting for forts.when guild that controls fort is in it it gets some att/def boost, and storage in fort.

 

2.5

some details on guild wars.Isla Prima shouldnt be controlled by any guild, because it is the first and the introduction island.

 

Thats all for now on.sorry if some of ideas were allready posted, and/or you didnt like them.

 

P.S

 

i understand that its hard job to make it all stuff, so its not for closest months, or this year.just some ideas for future of El.

Edited by Arthur

Share this post


Link to post
Share on other sites

A word on Housing. It possiblity is not high. Do you know how many houses would have to be put into EL? Back a few months ago you used to be able to claim a house for Real money, but even that has stopped. In order to change the map and add houses it would take an update of the client because maps cannot be dynamicly changed yet (Crosses fingers). Just the house idea is not great at this point.

 

Guild Wars, They are in the make, but Roja said we just dont have time for them right now. With the help of others Ive built a in-depth guild war system but we cannot work on it right now :P

Share this post


Link to post
Share on other sites

right now i am not asking those houses not to be built, we allready have some useless empty houses on some maps, so why doesnt make them to be able to be bought.

afcourse all other stuff like those personal gardens, and mines requires those maps that can be dynamicly changed, but all this stuff what i posted here takes a huge work, maybe months, but then it will be needed to be updated and stuff like that, cuz its realy hard to make.and those hoses must be REALY expensive!

and that thief skill...well it requires hard job on skill sistem, and remowal of players online/checking stats pages!cuz then you will see how big will be mans thiefing skill, and if you know that this person is thief...ruins atmosphere a bit.and also it req reputation, thiefs that are caught, can be reported to mod, and mod might give thief -1 reputation.ppl with reputation less than -5 might be pkable in day, but non-pkable at night time.

and about guild wars...i agree that thats not the most important, these things must be done, only when more important things are done.

and few more words about housing, i dont thing it should cost real money, no offence to makers of EL, but its easyear to run to the public storage, than buying house for real money, but if it would be costing an ingame money, it would be worth my time, to get that money.

Edited by Arthur

Share this post


Link to post
Share on other sites

Just a quick point on housing...

 

While actual housing isn't possible due to available properties (sounds familier...), renting rooms should be.

 

A large building (as seen in White Stone City) could rent out rooms to plays. When a player clicks to enter the building (or leave the lobby), they are taken straight to their room, somewhere in the building. Other players would not be able to entre (unless some sort of invitation method is included).

 

There would be shared set of interiors used for all rooms; one map with a collection of interiors, with different levels of fittings. So we don't need a unique room map per character.

 

Renting rooms with facilities (storage, ready non-harvestable food, tools) may help drain money from the EL economy.

Share this post


Link to post
Share on other sites

This rented rooms idea has some potential. Would you like to develop it further?

 

-Lyn-

Share this post


Link to post
Share on other sites
This rented rooms idea has some potential. Would you like to develop it further?

174211[/snapback]

 

Thankyou Lyn.

 

I started this suggestion in a previous post on another thread.

 

 

How can the game support rooms for all the characters? <_<

 

Basically, there doesn't have to be a one-to-one relationship between maps and places in EL, which is useful if the places are fairly generic, such as rented rooms. The server (I assume) tells the client which map to use for the current environ, and who and what are present there.

 

Therefore, we can define a map-file containing a varied selection of rooms and suites (cf. map files containing collections of building interiors). The rooms/suites can vary in their content and fittings. By 'suite' I mean a connected set of a few rooms. Obviously, teleportation and harvesting should not be allowed on these maps.

 

So, a character rents a room in a large building in WSC (for example). When they try to enter the building, the server can associate the character with the building, and moves them to their rented room -- this is a unique place within the game, but not a unique map location.

 

Different buildings (or groups of building) could have different features. Rooms in the magic school for instance, would have a different set of available facilities and appearance.

 

 

How would renting work from a players perspective? :blink:

 

Well, there will be an initial cost, plus a rent cost per game month for a room. How much this is will depend on what facilities are provided by the room or suite.

 

The monthly rent will be taken automatically from the character's storage gold (another way to take money out of the economy!). Only gold is used -- platinum is not accepted.

 

If the player doesn't have enough gold then they can either/initially be locked out, or loose the room altogether. Anyone in the room is booted out into the street.

 

Should a character be limited to renting one room or suite only?

 

 

What do I get for my money? :ph34r:

 

The main feature which would be required of a room is some more perminant storage. This could take the form of a chest ('use chest' to open), with the same interface as a bag. Capacity may be a feature of the room. If the room is lost (rent not payed), then the contents are dumped into the characters storage (or lost).

 

Other things which could be in the room (at extra cost):

  • A table with a meal layed out ('use meal' to eat, not harvestable).
  • Workshops with tools (equiped while in room) -- opens the possibility of some items requiring non-portable tools to be manufacturable (anvils).
  • A bed for improved healing/mana or just dreaming (sit on bed, 'use bed').
  • ... I am sure there will be plenty of suggestions.

Who can enter the room? :blink:

 

Well, the tenant obviously. There may be an option to make the room open to fellow guild members, or those in the buddy list (if held on the server).

 

There should be some way the tenant can admit somebody else ('use other character on door?). Of course, anyone in the room can make use of its facilities, and raid the tenants fridge and drinks cabinet...

 

Can a storage space (bag, chest) be safely accessed concurrently by multiple characters?

OK, limit access to the chest to one character at a time (lock it when open). But anything dropped in the room is automatically 'swept-up' and added to the contents of the chest. Assuming the tenant payed for a maid...

 

 

Any suggestions or comments, or calls for clarification?

 

 

Addendums:

  1. I wouldn't expect rooms to be customisable -- this does not appear to be possible in the current architecture. So we would be limited to the set made available on rented-room-maps.
  2. While it is possible for a character to rent multiple rooms, these would have to be in different buildings (or more strictly, behind different public entrances). Whether a character is allowed to rent more than one room is another matter.
Edited by trollson

Share this post


Link to post
Share on other sites

renting rooms is good for the beggining.and the smart stuff that trollson wrote is good if it works :ph34r:

and i think first price for room must be high, and then not too big monthly payment.and renting rooms would be nice, cuz actual i play not for leveling, but for getting stuff and money, so rooms would be nice thing to get, and nice way to spend money.

P.S sorry if it sounded dumb, i feel a bit sleepy right now :blink:

Edited by Arthur

Share this post


Link to post
Share on other sites

i think that alot of what you said trollson IS already available to the server (with the exception of the random room, not sure if the def files can handle that) but it can handle the some of the things your mentioned, such as extra healing etc

Share this post


Link to post
Share on other sites
...with the exception of the random room, not sure if the def files can handle that...

174254[/snapback]

 

You probably didn't mean random Crannog, but for clarification for others, the rented room would not be random, but deterministic. The character would get the same room whenever they returned to it, until they give up the lease. The room would be unique, but the 3D map representing it would be shared between all instances of rooms of the same type.

 

Since rooms and suites can be equipped differently, depending on what the player pays for, different models have to be used. Some rooms will have a bed, some will have an anvil and forge, some will have a dining table, and so on (and combinations). For variety only, there may be multiple models with the same fittings.

 

When a player rents a room, and choose the level of fittings (depending on what combinations are available), a suitable model is chosen and recorded. Whenever the player returns to that rented room, the same model is always used. This should give a feeling of home ;)

Edited by trollson

Share this post


Link to post
Share on other sites

Can you also provide a critique on it? List all the ways it could go wrong/be abused/be bad for the game.

 

-Lyn-

Share this post


Link to post
Share on other sites

Yes, random was probably the wrong term...what i meant in terms of the .def file, for it to determine what room you go in, i think that will need work

Share this post


Link to post
Share on other sites

A lot of what he said is possible.. but I'm not a big fan of the thought of a fast-recovering room and a storage nearby (magic training).

Share this post


Link to post
Share on other sites
A lot of what he said is possible.. but I'm not a big fan of the thought of a fast-recovering room and a storage nearby (magic training).

174359[/snapback]

 

Well, at least, it makes no sense. Fast recovery room or wear white cape or have the FR perk or drink some pots. Such a room is not really needed.

 

Piper

Share this post


Link to post
Share on other sites
The regeneration makes sense.  Giving the room storage in conjunction doesn't.

174393[/snapback]

 

I would prefer the storage over regeneration myself. If you cannot store personal belongings in the room, then it is much less a personal space. You cannot customise it in any other way? I would consider personal storage the minimum feature.

 

A few options to limit exploitation as a leveller's paradise:

  • No or reduced experience gain in the room -- would still permit manufacture, spell casting, etc.
  • Require workshop* to permit manufacture (etc), don't rent suites with both a bed and a workshop.
  • A bed implies rest, so no other activity is permitted (sleeping!), and no bonus until some period of inactivity as passed (falling asleep). Character would of course have to be sitting on the bed!
  • Just price exploitable combinations high -- bed and workshop?

* By 'workshop' mean fittings to allow the practice of a skill. There would be basic workshops for alchemy, potions, manufacture, and crafting (but not attack or defence). There could be more advanced (expensive) workshops for further specialisation, or to permit construction of complex/advanced items.

 

Who should benifit from bonuses of a room?

  • Just the tenant.
  • Those allowed access, if guild or buddy list access has been included.
  • Characters invited in (ie, anyone).
  • Some of the above with additional cost to rent (cf. guild suites).

Edited by trollson

Share this post


Link to post
Share on other sites
I would prefer the storage over regeneration myself.  If you cannot store personal belongings in the room, then it is much less a personal space.  The game world has a 'read-only' feeling to it at present (nothing a character does persists).

 

If regeneration was associated with a bed, then could it be caveated that the character must not be engaged in any other activity while resting (sleeping) for the effect to take place?  Combined with an initial period of inactivity before the effect starts (falling asleep).

174435[/snapback]

.... and then a Tribble lands on your head and wakes you up :rolleyes:

Share this post


Link to post
Share on other sites
Well if a room can't be used to level, then it's just a novelty and not worth the time to implement.

174543[/snapback]

Why must everything be done only to help people level? Do you know what RPG stands for in MMORPG??

Share this post


Link to post
Share on other sites

I was trying to say that you devs need to be working on things like archery and new storage interface instead of things that serve no purpose other than looking pretty.

Share this post


Link to post
Share on other sites
I was trying to say that you devs need to be working on things like archery and new storage interface instead of things that serve no purpose other than looking pretty.

174583[/snapback]

I know where you're coming from, but I don't know that I completely agree.

just eye candy can be skipped while the important stuff happens, sure, but this isn't eye candy

the obsession with levelling that a number of people have means they don't really get the RP in MMORPG (except in the 'my char wants to be best in the land' sence I guess).

more things that don't at all help people level, yet are interesting (story, quests, new places to go to that don't increase leveling potential, etc), will still add a huge amount to EL

Share this post


Link to post
Share on other sites

well personally i dont actualy like leveling, i dont play rpg/mmmorpg with leveling purpose, i play because a lot of other interesting stuff.

Share this post


Link to post
Share on other sites

I did not consider levelling as a reason to have rentable rooms, as I for one find levelling a very unsatifactory form of play in an RPG.

 

I was far more interested in having a meaningful home for our characters, more than just a place they regularly go.

 

Having persistant storage is probably the only easy way to make a place distinct (as oppose to just being a room that looks the same each time you visit). Being able to open your chest or wardrobe and finding your things still there would be a good feeling, IMHO.

 

Bed rest recovery:

 

What is the difference between using a bed to hasten recovery of hitpoints and mana, and creating the necessary healing or mana recovery potions? Surely the latter case is also earning experience in alchemy and/or potion for yourself or another character.

 

Manufacture in Rooms:

 

With a personal storage in-room, large manufacture projects (and I include alchemy, potions, and crafting in this) can be conducted there.

 

One positive consequence of this (IMHO) would be to clear some space around the public storage NPCs. These areas can become rather crowded at times! I don't bother going near the storage in VotD anymore...

 

I don't believe that the combination of a personal room and storage would, by itself, gives characters anything they cannot already get from squatting around a storage NPC. But since they are paying for the privilege, there should be some bonuses (food on table, inherant tools, possibility of special projects...).

 

Customised Appearance:

 

Just an afterthought; if there where a few textures (bitmaps) reserved for player customisation, these could be used for carpets, paintings, maps, and other flat surfaces in a characters room.

 

This set of graphics is only used in rentable rooms, and default versions are shipped with the client. The player could then replace them with custom images. This would mean, if it worked, that when viewing the room on the players installation of EL, it is customised for that player (or installation), if not for that character.

 

This does not extend to the correct view for visitors though (viewing on another client installation).

 

I don't know if the 3D map models would support this. If not, could some similar method be used? For example, substituting variants of a particular 3D model with the same properties -- in this case a selection of models would have to be provided.

Share this post


Link to post
Share on other sites

just a few ideas on my part:

 

1) letting other ppl into your house/ rented room:

 

have the ability to give someone a temporary "key" into the room, that dissapears when they enter the room. The owner of the room/ house (whatever ends up being the case) has the ability to boot someone out, if they dont leave when they are told to by the owner.these "keys" would also be untradable, to keep out unwanted guests.

 

 

2) Skill Training inside the house:

 

i argree with not being able to get exp while training a skill, but on certain skills, or parts of skil only. i think that having, maybe, either a whole new set of skills that only apply inside the house/ room. some of these could be: carpentry, to make thing like furniture, design, add different designs to the stuff you make with carpentry. this could work as: when you get the room, its completely empty, and you have to make, or buy, the furniture that is inside the room. for example: you can lvl up your carpentry and make yourself, say a bed, or a chair. then with a design skill, you can make thngs like, a blanket or curtains for the room. and, you can make different patterns to put on those things.

 

3) other thing to do inside the room:

 

maybe, depending on how much you pay, you can have special feature inside the room. such as: having a wardrobe. it could be possible to buy clothes, or accesories, etc, and store them in the wardrobe, then be able to change cloths from there.

another possible thing to do would be to buy some sort of storage, or display case. so you could have a seperate storage inside the room that you pay for for. one form of payment would be: for each emu that is stored inside the seperate storage, you pay a certain amount (maybe somewhere around .2 gc for each emu)

. another payent type would be, each storage cest, vault, etc., could hold a certain amount, and when you ran out of space, you would have to either move it all into the standard storage, or buy a new chest, vault, etc., and the more the storage system can hold, the more it costs.

 

4) payment types for a room

 

i think that there should be certain pros/ cons for owning or renting a room. here are some ideas:

 

 

solution1) rent a room. each ingame week/ month/ day, you have to pay for all the expenses that you have included in the room ( some are descibed in the previous section) , plus the cost of the room. i agree that the initial cost of the room should be much higher than the annual rent.

 

solution2) for a much higher cost than renting, you could buy the house/room straight out, and never have to pay for it again.plus, with buying a room, you can buy some land around it that is unique to the room/ player. for example: you could pay a substantial amount to be able to have a mine, garden with harvestable items (again, no exp should be given, as this would be an unfair advantage), or just a general bacyard or lot, to be able to have something else to obtain matirials, relax, etc. but, as opposed to renting, you cant buy thing like extra storage (other than the one given to you by default) from the owner of the room/ house.

 

 

 

 

More ideas will be posted as i think of them.

Share this post


Link to post
Share on other sites

Letting people in to your room:

 

This may be a difficult one to handle in the current game. Having a key is a good idea, but it would somehow have to be a 'unique' item, which I have only seen in quests (as non-material items, such as the flower in the leather quest). Although if you have a key, then let it be tradable (stealable!)... Then you really have to be careful handing them out.

 

The only easy way to implement access would be by invitiation; stand by the door and '#knock fred' to enter fred's room, and fred would get the choice to open the door (so long as they are in the room). This would get around issues of whether the caller also had a room in the same block.

 

You shouldn't be able to kick out characters in your room though. If they go off line then they shouldnt reappear in the room of course. They should leave when asked, but we've all had guests linger too long. If the worst comes to the worst, call the police (read: moderators).

 

Skill training

 

I've no objection to a character training a skill while in the room. They should be able to do anything they can do when in range of one of the public storage NPCs -- this would clear some space in these areas! Assuming the rooms have some perminant store.

 

What shouldn't be allowed is a combination of features which can be expoited to unfairly level-up. Minor things like ready food ('use' food on table, non-harvestable) are probably ok. The bed may act as the regenerating perk or cloak, which characters can already get and would not be cumulative, so should be ok as well.

 

New skills which require fixed equipment (room features) to use are an interesting idea. Although it may be argued that if you can smelt ore and cast swords without a fixed furnace and forge, then what skills would justify fixed equipment?

 

Maybe some fixtures could reduce the ingredients list? A forge could, say, account for 2FE in any manu process (Iron would then just take 7 ore and 3 coal to produce). Or maybe add a bonus to the effective level in determining success.

 

I like the idea of a wardrobe. I believe that currently you have to pay in hard cash for an appearence change? If so, then to preserve income for the Hosts, a wardrobe could just let you switch between changes in clothes which have been purchased?

 

Payment

 

Favor a large initial sum, and a smaller monthly rental. Characters could be absent from the game for a while (as RL interceds), so could rental charge be skipped if the character is not used for a while? (Esp. if the room contains 'payed-for' features).

 

Large initial sum forces the player to think carefully about the room and fittings. The smaller monthly charge covers the occasional 'hard times'.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×