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Specific IDEAS from wish that we'd like to see implemented |
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sblmnl |
Jan 16 2005, 04:27 PM
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Familiar Face
Group: Validating
Posts: 36
Joined: 11-January 05
Member No.: 114
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If it was a really large amount, or even a % of the player's net worth, it could make a great gold-sink for advanced players.
Building on that - as your debt is really to the community that "maintains" the temple, and to avoid saddling new players with gold-debt, make it that you can alternatively choose to perform a community service. And until you've cleared all your debts, you are not allowed to change your city allegiance, hire npcs etc.
Functionally this could operate as a special type of quest:
Perhaps the mayor or temple-leader-npc could tell you a list of what needs to be done, and you can choose according to your capability. Each task would expunge a certain amount of debt (the calculation should not be expressed numerically though, the npc should say only, when a certain task is selected, that your rights as a citizen of (town) would be fully restored (or not). The tasks should not be overly onerous, for example it could range from contributing a small amount of resources, which would expunge say 1-5 deaths, or taking a "young" (ie, with skills less than specified level) player as a apprentice/squire for say 4 hours in-game time, worth say 5-10 deaths - during which time his/her overall skills would have to increase by n. percent. Or powerful pvm/pvp characters might choose to perform one very difficult service to expunge a lot of deaths - like hunting down a very dangerous creature, or a dangerous npc or a specific player murderer! - or if your town is at war, personally defeating n. enemies. There are lots of possibilities.
Let's keep the sense of risk and danger in Wish. I think it was one of the things which made it so addictive. I think Wish's pvp setup was "area only" or 100% consensual/guild war based? After a lot of thought, I'd like to keep a modified, less restrictive form of pvp than that. The exception should be young players below a certain skill level in guarded areas, and the newly resurrected, who shouldn't be attackable or able to attack other players at all for a grace period, to avoid res killing /griefing.
With those exceptions, I think that technically pvp should be enabled everywhere - but there are severe consequences if you attack another player in civilised (guard-protected)
areas. I've posted about it at the end of this thread http://www.projectwish.com/viewtopic.php?p...highlight=#1389 so I won't do it again here :-), please have a look though.
Another "keeper" from Wish I forgot to mention in there is that players should keep their items when they die. Period. No-looting rules may not be "realistic" but then, neither is resurrection. Opportunities for players to enrich themselves at the expense of other players should be severely restricted - although we should have theives and of course, the odd unscrupulous trader is a given ;-).
And please let us never ever, EVER have a "kill score" published anywhere, or any other encouragement for noto-killers. I liked the idea I heard Wish would have, of players earning titles - as murderers essentially chose become outcasts, instead they should lose their titles.
Hmm.. and I think, at least in the beginning, we should keep Wish's no player-owned housing. In Wish that there were a lot of empty buildings standing around - so instead of introducing custom housing, let guild leaders rent these from the town, and hire npcs to place there as needed, including a banker who could hold guild resources accessible to members who pay their tithe or whatever. Maybe a limited amout of player-crafted furniture could be placed in such buildings, while the lease is paid up.
(EDIT: forgot this) Finally, let's keep realistic-looking models. Perhaps it's just me but I have a BIG problem relating to "cartoony" looking avatars, for example WoW or UXO.
And do we want to keep one character per account? I know I'd *really* want two, but I think if we are trying to create a game where your character's choices really matter, then probably your choices about your character should matter too.
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Melanthe |
Jan 18 2005, 06:49 PM
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Master
Group: Members
Posts: 322
Joined: 11-January 05
Member No.: 133
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About the Caravan Idea/Concept, there should be like 4 different levels of Caravans
...Towns that wanna make a caravan, would have to ask the mayor and players would have to get the amount needed to make a curtain caravan.
Great ideas about the caravans. Only I'd hate for it to become something only towns could do, if it turned out only a town could get enough resources together for a really strong one, and people wouldn't use weaker ones, which seems possible. To me, that would put too much power in the hands of one player (the mayor).
I'd personally prefer that any player or group of players could gather resources and provide the service, selling tickets at a depot or caravanserai in each major town, perhaps.
The ticketing process could be something similar to the Wish auction, buyer talks to an innkeeper or reads a board or such and gets a list of departures/times/price etc. Of course weaker caravans would cost less, etc. It would be a great way to meet other PC's too, by traveling with them, and perhaps sharing in defending against bandits, etc. :)
This would also help solve a problem some of the warrior-types were complaining about with Wish--the lack of something for them to do. Defending caravans and/or attacking them could be a great role for the pure warrior.
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Melanthe/Possum
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Brotoi |
Dec 2 2007, 08:01 PM
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PW Story Team
Group: PW Developer
Posts: 151
Joined: 30-November 07
Member No.: 1,123
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There are four things from Wish that I "wish" every game would implement:
Open skill system with automatic skill advancement according to ingame activity and NO character levels Automatic assignment to a hometown guild Multiple guild membership possible (personal, hometown, occupation) Mulitple global chat channels (hometown, region, race) and infinite ability to add more
The Wish chat client was hands down one of the most user friendly I have ever encountered
The one thing I did not like about the Wish skill system was being forced to choose two skill trees with little or no ability to advance other skills. I spent a LOT of time exploring, mostly because the first day I died outside my hometown and wound up halfway across the world! The journey back ignited the exploration bug in me big time. There was huge variety in the Wish map even over short distances with very natural placement of environments, micro-environments, and so on. Someone did a lot of botanic and geologic research before creating that map.
However, my character was forced to specialize in only two skills (I choose lumberjacking for the secondary strength improvement and magic for the combat skills and secondary discovery improvements) which meant my rapidly advancing discovery skill often revealed metals, usuable plants, harvestable foodstuffs, and dozens of other things that I never had the appropriate skill level to exploit. I don't know how many times I sent up a shout in one of my guild channels about a discovery only to learn that no one had a skill which could take advantage of it.
This post has been edited by Brotoi: Dec 2 2007, 08:46 PM
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