Well, you still don't comprehend it.. Players don't have to keep track of anything, consider the item the equivalent of a mop bucket on the floor...
Only that you know you earned that mop bucket.. It's not managable.. it simply exists if you achieved it in the module it was created for. It doesnt exist outside of the module, unless that module was designed to make it exist.. So it simply is not in existence anymore...
Don't try to think as inventory like a human.. a proper database system can do amazing things in 1/10th of a blink of an eye that you can only dream of doing humanly in a months time.
I guess another way to explain it is like this... How does a MMORPG know you have completed that quest? It has to track that for every millions of players, multiply that 30 characters per player.. Wow, thats a lot of quest storage for the computer.. ugh.. NOT
Now take that to the next level, imagine WoW, and all its achievements.. for all its servers, and all its players, and all its alts and its 9 years of play.. Wow thats some umpteen billion stats to collect, heck it records how many times i /petted a bunny! how does they do it? You'd be surprised how simple and how small the record database truly is
But the player has to remember which wazzoo has +2 Nerfalumptastic to the Kerbloozle so he can use it in your module. Otherwise, why put it in if they don't get to use it? So he has to remember which module the wazzoo has +2 Nerfalumptastic and not -2 to Chromoprolific, otherwise, he would get wtf owned by the WTFOwnerlumps.
I don't wanna fling poo at ideas, but this one just complicates things. I'd rather my items work like my items no matter which quest and content I am playing.
I'm not sure if we are but are we talking about non-dropable plot items? If we are that's one fo the worst ways to keep track of player quests. NWN made that mistake throughout its history to solve this when I made The Harvest Moon PW, I made a data base table to automatically keep track of quest integers. I then laid a trigger in the entrance area to place the integers on the players every time they came into the world. That way I wouldn't have to worry about keeping track of any quests. heres an example code.
trigger script:
#include "respawn_inc"
#include "aps_include"
// Return TRUE if the PC should start in Tangwystyl Village
// Return TRUE if the PC should start in Morzelmore
// Set all Quest Journal entries based on persisent quest state
void SetQuestJournals(object oPC);
void main()
{
object oPC = GetEnteringObject();
int iSet = GetLocalInt(oPC, "Setup");
object oWP;
string sCampaignName = "HarvestMoon";
int iPenalty = GetCampaignInt(sCampaignName, "iPen", oPC);
SetLocalString(oPC, "port_too", "06_WP_Morztel");
if (!iSet) // only do once
{
// Tangwystyl Village Check
if (StartTangwystyl(oPC))
{
oWP = GetWaypointByTag("trv_TangwystylStart");
AssignCommand(oPC, JumpToLocation(GetLocation(oWP)));
}
else if (StartMorzelmore(oPC))
{
oWP = GetWaypointByTag("mzh_MorzelmoreStart");
AssignCommand(oPC, JumpToLocation(GetLocation(oWP)));
}
// Con Penalty
if (iPenalty > 0) // if not set
{
DelayCommand(0.2, UnequipStatProtection(oPC));
DelayCommand(1.0, ApplyRespawnPenalty(oPC, TRUE));
DelayCommand(1.2, ReequipStatProtection(oPC));
}
SetQuestJournals(oPC);
SetLocalInt(oPC, "Setup", TRUE);
}
}
void SetQuestJournals(object oPC)
{
string sQuest = "06_Ogrequest";
int iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "06_bealJournal";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "BoxBandit";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "EroticBlossom";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "06_Dwarfquest";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "LustfulBugbear";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "06_Missingbody";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "MissingShroomHunter";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "OpposedElements";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "Shrooms";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "06_pixiequest";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "WizardChronicler";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "VocgilesBook";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "ElvenCrypts";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "ShiftyArmorer";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "DerelictDragons";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
sQuest = "IGhostwell";
iState = GetPersistentInt(oPC, sQuest);
if (iState > 0)
AddJournalQuestEntry(sQuest, iState, oPC, FALSE);
}
Well, you still don't comprehend it.. Players don't have to keep track of anything, consider the item the equivalent of a mop bucket on the floor...
Only that you know you earned that mop bucket.. It's not managable.. it simply exists if you achieved it in the module it was created for. It doesnt exist outside of the module, unless that module was designed to make it exist.. So it simply is not in existence anymore...
Don't try to think as inventory like a human.. a proper database system can do amazing things in 1/10th of a blink of an eye that you can only dream of doing humanly in a months time.
I guess another way to explain it is like this... How does a MMORPG know you have completed that quest? It has to track that for every millions of players, multiply that 30 characters per player.. Wow, thats a lot of quest storage for the computer.. ugh.. NOT
Now take that to the next level, imagine WoW, and all its achievements.. for all its servers, and all its players, and all its alts and its 9 years of play.. Wow thats some umpteen billion stats to collect, heck it records how many times i /petted a bunny! how does they do it? You'd be surprised how simple and how small the record database truly is
I understand completely, thank you for the condescension. But you are not trying to understand the real question; you are just intent on trying to sell your pitch. FYI, I understand databases quite fine, thanks. They are a primary component in my profession as well as a rookie coder.
What you are missing is that no matter how fancy the database, you have to deal with the human element. You are going to have all of these tokens... hundreds? thousands?
I don't care how pretty you present this to the player, they are still going to have to keep track of them if they want to use them. They are going to have to keep track of the modules they got them from. They are going to have to manage upgrade plans for each and every token, when necessary, to upgrade their gear. You can present this in the most elaborate, efficient UI ever in existence... the player is still going to have to process that information in order to make any use of it.
You want to use that system for quest items and quest items alone? Great, I am all for it. But if you think your average player is going to want to sit there and figure out "If I go to this server, my +2 fiery long sword becomes a +1 normal long sword, my +3 masterwork leather armor becomes completely mundane, and my 2 rings are not even acknowledged" then, like I said, this is never going to work. Now, go the next module, then the next, then the next.
People are going to be building adventuring parties. You think they want to sit there and coordinate this stuff?
Employing this for quest items so designers can coordinate cross-module quests, then yes, this is really an effective way to do it. But standard inventory items? It will never work with a game the scope of Neverwinter when they will be hosting hundreds, if not thousands and tens of thousands of modules over the course of its lifetime.
errr why is BBcode turned off? or am I doing the code wrong?
I don't even know if we get to use code in the foundry. I think you just drag and drop, and create triggers based on interacting with something or reaching certain areas on the map. I think loot is handled by if you trigger an encounter, then the usual loot table for that enemy is used, and that's it.
I loved NWN and I am really looking foreword to Neverwinter and really like some of the ideas posted here.
Anyways, I guess they are going to have a mount system, but it would be nice if there were certain rare mounts that you would have to tame before you can ride them. Riding this kind mount would add point to your stats like a beautiful, majestic mount adding points to your charisma. Or big, strong mount would add points to your constitution while you ride it.
Factions (well they were tied to your class actually) quests were kinda present in NWN too. Like the quest arcane spell casters could take in the first chapter. You had access to a store with a better supply after you would complete it. Or the one for druids in chapter 2. You would get different kind or rings that would show your rank in the druid society. And the gauntlet fighting competition was kinda similar. After you would win you would take over the business and get some gold from the sales of the bar. Its not really something new, they would just need to go into more depth with that kind of things.
And that goes for the NPC reactions to different kind of builds, classes and alignments (i think). Those were in NWN too.
I just hope they keep the things that made NWN such a great game
One thing I would love to have is an in game map for 'dungeons' that maps itself out as you explore but is also shared with the group. This could allow you to 'draw' on the map and possibly figure out where you would want to go first or what you might want to do in an order etc.
Seems like in pen and paper there is always some scrap of paper handy for the group to write out objectives and I think this could be that scrap of paper.
I hope you are considering my strong opinion about the itemization and gear in general for this game.
This is your chance to add another game feature as a feather in your cap to go along with customization. If you did something like my idea, the two would go hand in hand, ensuring the Cryptic engine would be the premier engine for mmo customization for your customers. Since you already do variable geometry / proceedural rendering for your character bodies, rendering these items shouldn't be too hard to figure out, and with the stats and depth behind the items, you could really distinguish yourself as a top mmo engine and mmo company.
I would also love to see it automap everything not just dungeons but outdoors as well!
Hopefully there will be outdoor maps but from the coverage i've seen so far it looks like 99.9% dungeon and city adventuring. Personally i don't like city and sewer type adventures but you can do alot with outdoor adventures!
I would also like to be able to explore a world map as well and to be able to travel and explore this map as i wish!
Travelling and just being able to explore was missing from all the neverwinter series games and i would like to see it come back!
I really hope they have random encounters and an outdoor map to explore!
I would also like to see some type of system in game for item wear or weapons breaking over time!
Not only would that give you a chance to use a secondary skill to repair weapons and armor but it also makes a blacksmith useful for more than just buying and selling loot!
I mean really what motivates me as a player to use any other type of weapon in the game other than that first longsword you buy at your first shop?
Honestly in nwn1/nwn2 i used the first weapon i bought through the entire adventure unless i found a better magical version of it before it was over!
Please dev's make standard weapons useful again like pnp and not a magical weapon monty haul fest!
How is buying a replacement long sword for your broken long sword truly any better than keeping your original long sword? The end result is a long sword. Throwing a wear mechanic in really doesn't add much to the game. There is no skill for blacksmithing. If you want a different long sword, you can still just go buy a different long sword.
How is buying a replacement long sword for your broken long sword truly any better than keeping your original long sword? The end result is a long sword. Throwing a wear mechanic in really doesn't add much to the game. There is no skill for blacksmithing. If you want a different long sword, you can still just go buy a different long sword.
I don't see a benefit.
If player crafted goods are available, it creates a player driven market which in turn makes tradeskills a valuable resource for those willing to put the effort into pursuing them. At all levels instead of just the end game levels as the game ages. Look at Eve Online. It has the perfect player driven market economy. You lose a ship, you gotta buy a new one that some other player made. Not an npc. A player.
If player crafted goods are available, it creates a player driven market which in turn makes tradeskills a valuable resource for those willing to put the effort into pursuing them. At all levels instead of just the end game levels as the game ages. Look at Eve Online. It has the perfect player driven market economy. You lose a ship, you gotta buy a new one that some other player made. Not an npc. A player.
Well, that's adding quite a bit more than just a wear mechanic to the D&D rules, now isn't it. So yeah, if we actually were talking about Eve (or another where the economy is a primary component of the game), I might agree.
Well, that's adding quite a bit more than just a wear mechanic to the D&D rules, now isn't it. So yeah, if we actually were talking about Eve (or another where the economy is a primary component of the game), I might agree.
I doubt this will be a player driven economy game.
There is a huge town of npc's.
Do you want them to just stand around and hand out quests, and that's it?
I'm not saying there isn't room for player crafted items or item durability, but I don't think you will see all of the items being produced by players exclusively.
I doubt this will be a player driven economy game.
There is a huge town of npc's.
Do you want them to just stand around and hand out quests, and that's it?
I'm not saying there isn't room for player crafted items or item durability, but I don't think you will see all of the items being produced by players exclusively.
With my idea, the player driven economy isnt on items, but on the "socketable" items you put on items, and those items are obtained from questing. The wearing feature would wear out the "socketable items" not the items themselves. Thus one day a person with the best sword in the game, only has a mediocre sword, unless he obtains another insertable of equal power.
With my idea, the player driven economy isnt on items, but on the "socketable" items you put on items, and those items are obtained from questing. The wearing feature would wear out the "socketable items" not the items themselves. Thus one day a person with the best sword in the game, only has a mediocre sword, unless he obtains another insertable of equal power.
I think we already covered why your "socketable items" won't work in this game. Adding a layer of wear mechanic to that idea would graduate it to the point of disastrous.
I think adding mechanics for the sake of adding mechanics is not a very good idea. D&D is already very sound mechanically. I agree that if something fits well with the mechanics, it is worth investigating. Cryptic will not Frankenstein this game.
See, when you think about it in sorta real life... All weapons generally decay, especially when in use. There are epic weapons of great craftsmanship usually created for "Leaders" and "Champions" however most of these items saw very little action and are generally "Preserved" hence how they are still magnificient items... When you use an item, it takes damage, or a sword loses its edge, elements erode, etc.. Hence having powers drained makes sense.
Its a simple concept that can also bring more life to other aspects of a game, such as player housing.. player housing has limited slots for items of disply, here you can "Preserve" your items on your wall or in cases etc and they would then NOT "WEAR" and lose their powers. But any item not in player housing would have a day of wear... Sockets can then be created to have say "30" to "180" days of wear on them... Every day its utilized, it reduces until evaporated, then you have a good economy, as items decay, items are sought. You can then as a game master control item drops that fluctuate the economies resources.. if you see there are way too many gems of strength and value is diminishing and warriors are OP, reduce drop's of that material until it balances.
I think we already covered why your "socketable items" won't work in this game. Adding a layer of wear mechanic to that idea would graduate it to the point of disastrous.
I think adding mechanics for the sake of adding mechanics is not a very good idea. D&D is already very sound mechanically. I agree that if something fits well with the mechanics, it is worth investigating. Cryptic will not Frankenstein this game.
The only thing we covered is how you don't agree with it, because you don't understand it... Thanks for caring, but I won't shun your ideas, and I'd appreciate it you'd stay away from mine.
But the player has to remember which wazzoo has +2 Nerfalumptastic to the Kerbloozle so he can use it in your module. Otherwise, why put it in if they don't get to use it? So he has to remember which module the wazzoo has +2 Nerfalumptastic and not -2 to Chromoprolific, otherwise, he would get wtf owned by the WTFOwnerlumps.
I don't wanna fling poo at ideas, but this one just complicates things. I'd rather my items work like my items no matter which quest and content I am playing.
No, he doesnt the module controls it.. It's player created. Not Game Created
The only thing we covered is how you don't agree with it, because you don't understand it... Thanks for caring, but I won't shun your ideas, and I'd appreciate it you'd stay away from mine.
I understand it completely. It just won't work. We used the same method in our PW to track quest objects and personal and persistent inventory storage containers. Tracking inventory was easy for the servers, but the players hated trying to remember which inventory belonged to which server. We quickly scrapped it.
No, he doesnt the module controls it.. It's player created. Not Game Created
But the player has to have a working knowledge of where all of his inventory is. You fail to recognize this major flaw, while others do.
So answer me this, with your idea, how is a player with 50 different long swords from 100 different modules supposed to keep track of which sword is from where in any efficient manner.
Do you expect him to cycle down a list of 50 different tokens to find his "Flaming Long Sword" token to then cross-reference the module it works in and then go and find that module to play in?
Player driven economies are actually far easier to balance and beneficial for players overall. It creates a source of renewable income for all players instead of just those that reach the end game and have time to farm farm farm and farm some more. As unpopular as item decay is, it helps create healthy and balanced economies of supply and demand. The key is making the cost of replacing gear or repairing it to be economically feasible without being trivial.
Any repairs made to items should require player gathered/crafted components as well. It's just the sensible option for any mmo that has any kind of economy. Unfortunately the unwashed masses of idiots, morons, and tards don't understand that and whine whinge and moan about having to spend gold on repairing items or losing items to decay and breakage.
Which in turn means the game's economy becomes saturated with HAMSTER. Low level crafters or gatherers can't earn any money and finished goods just aren't worth it except at the highest levels.
I understand it completely. It just won't work. We used the same method in our PW to track quest objects and personal and persistent inventory storage containers.
But the player has to have a working knowledge of where all of his inventory is. You fail to recognize this major flaw, while others do.
So answer me this, with your idea, how is a player with 50 different long swords from 100 different modules supposed to keep track of which sword is from where in any efficient manner.
Do you expect him to cycle down a list of 50 different tokens to find his "Flaming Long Sword" token to then cross-reference the module it works in and then go and find that module to play in?
As stated you do not understand.. So its obvious you did not try anything at all I am talking about. All items created have "hidden" sockets by default.
These sockets are for use in modules for developing players to offer "player loot" for its adventurers... The module keeps track of who has earned what and puts it in that appropriate slot and they get the bonus. The module then dictates and controls special effects should be toggled on and you visually see the effects when in that module. You as an adventuring player have to do nothing but obtain the socket item.
You will know you earned that loot in the dungeon or whatever, and lets say the loot was +2 dmg to undead slashing sword.. if that person was yeilding a sword with slash damage, they would get the bonus, and that bonus can be seen in the character page with a green +2 next to it when looked at. Or it can add a green acid dripping glow effect and add acid damage... It is nothing more than a "FLAG" in game if you acquired this UUID loot drop
Player driven economies are actually far easier to balance and beneficial for players overall. It creates a source of renewable income for all players instead of just those that reach the end game and have time to farm farm farm and farm some more. As unpopular as item decay is, it helps create healthy and balanced economies of supply and demand. The key is making the cost of replacing gear or repairing it to be economically feasible without being trivial.
But is it fun? Putting the in-game tangible rewards aside, would you ever craft just for the joy of crafting?
Crafting is never fun. I have yet to find a game where I enjoyed crafting. However, there are people that do enjoy it and it can be a source of revenue for them. I can earn money by selling materials I gather to the crafters. The crafters in turn make money from adventurers who buy their finished goods.
The problem with crafting in games where items don't decay and break is that once an item is bought, it never goes away. Once someone has bought an item from you, they will never have to buy it from you again. There's no repeat business. It's just not a healthy style of economy.
Crafting is never fun. I have yet to find a game where I enjoyed crafting. However, there are people that do enjoy it and it can be a source of revenue for them. I can earn money by selling materials I gather to the crafters. The crafters in turn make money from adventurers who buy their finished goods.
The problem with crafting in games where items don't decay and break is that once an item is bought, it never goes away. Once someone has bought an item from you, they will never have to buy it from you again. There's no repeat business. It's just not a healthy style of economy.
They don't enjoy the crafting, they enjoy the collecting, the bubble of yeilding a supply of desired goods and being rich. Some fun in the gathering of these items, but these are normally trivial uncomplicated tasks developers never focus on because they can't control the economy and resources are always too much in quantity, which is why everyone dreams of a decay system..
The day system for resources and my socket enchancements is a science to solve this problem.
For example, lets just use cooking as a craft.
Apples are scattered around and you collect them.. in every game, soon apples become to obtain no value.. as 5,000,000 of them exist and they just sit.. But if apples had a life of 7 days, and therefor had a decay setting of 5-7 depening of ripeness when found... Apples would only exist for 1-7 days on the economy before turning into worthless?!?! apple cores.
A cook in need would then not be able to store his own forever and ever if he was questing and collecting pears.. as they would be rotting... so there become's the "economy". Someone can now then specialize in apples, someone in pears, someone in bananas, or however one much can handle.. or buy as they need, but now any item becomes a resource and not a useless one. This also steadies the entire economy, because someone can now not undercut pricing on everything as every resource in that crafted piece has a value that dictates worth, time, and energy...
The problem with crafting in games where items don't decay and break is that once an item is bought, it never goes away. Once someone has bought an item from you, they will never have to buy it from you again. There's no repeat business. It's just not a healthy style of economy.
This is exactly the stupid reason why there are binded on pickup objects these days.. No worse feeling to obtain loot that you can't share... So stupid.
There is absolutely no point to created BINDED objects.
What's the only other binded object we have in real lives? SOFTWARE LICENSES and we all know what a joke that is...
Comments
But the player has to remember which wazzoo has +2 Nerfalumptastic to the Kerbloozle so he can use it in your module. Otherwise, why put it in if they don't get to use it? So he has to remember which module the wazzoo has +2 Nerfalumptastic and not -2 to Chromoprolific, otherwise, he would get wtf owned by the WTFOwnerlumps.
I don't wanna fling poo at ideas, but this one just complicates things. I'd rather my items work like my items no matter which quest and content I am playing.
trigger script:
What you are missing is that no matter how fancy the database, you have to deal with the human element. You are going to have all of these tokens... hundreds? thousands?
I don't care how pretty you present this to the player, they are still going to have to keep track of them if they want to use them. They are going to have to keep track of the modules they got them from. They are going to have to manage upgrade plans for each and every token, when necessary, to upgrade their gear. You can present this in the most elaborate, efficient UI ever in existence... the player is still going to have to process that information in order to make any use of it.
You want to use that system for quest items and quest items alone? Great, I am all for it. But if you think your average player is going to want to sit there and figure out "If I go to this server, my +2 fiery long sword becomes a +1 normal long sword, my +3 masterwork leather armor becomes completely mundane, and my 2 rings are not even acknowledged" then, like I said, this is never going to work. Now, go the next module, then the next, then the next.
People are going to be building adventuring parties. You think they want to sit there and coordinate this stuff?
Employing this for quest items so designers can coordinate cross-module quests, then yes, this is really an effective way to do it. But standard inventory items? It will never work with a game the scope of Neverwinter when they will be hosting hundreds, if not thousands and tens of thousands of modules over the course of its lifetime.
I don't even know if we get to use code in the foundry. I think you just drag and drop, and create triggers based on interacting with something or reaching certain areas on the map. I think loot is handled by if you trigger an encounter, then the usual loot table for that enemy is used, and that's it.
http://harvestmoonconsortium.com/forums/viewtopic.php?f=27&t=487
I really have to get into admin and change the color of the scripting color font.
Anyways, I guess they are going to have a mount system, but it would be nice if there were certain rare mounts that you would have to tame before you can ride them. Riding this kind mount would add point to your stats like a beautiful, majestic mount adding points to your charisma. Or big, strong mount would add points to your constitution while you ride it.
Factions (well they were tied to your class actually) quests were kinda present in NWN too. Like the quest arcane spell casters could take in the first chapter. You had access to a store with a better supply after you would complete it. Or the one for druids in chapter 2. You would get different kind or rings that would show your rank in the druid society. And the gauntlet fighting competition was kinda similar. After you would win you would take over the business and get some gold from the sales of the bar. Its not really something new, they would just need to go into more depth with that kind of things.
And that goes for the NPC reactions to different kind of builds, classes and alignments (i think). Those were in NWN too.
I just hope they keep the things that made NWN such a great game
Seems like in pen and paper there is always some scrap of paper handy for the group to write out objectives and I think this could be that scrap of paper.
I hope you are considering my strong opinion about the itemization and gear in general for this game.
This is your chance to add another game feature as a feather in your cap to go along with customization. If you did something like my idea, the two would go hand in hand, ensuring the Cryptic engine would be the premier engine for mmo customization for your customers. Since you already do variable geometry / proceedural rendering for your character bodies, rendering these items shouldn't be too hard to figure out, and with the stats and depth behind the items, you could really distinguish yourself as a top mmo engine and mmo company.
Hopefully there will be outdoor maps but from the coverage i've seen so far it looks like 99.9% dungeon and city adventuring. Personally i don't like city and sewer type adventures but you can do alot with outdoor adventures!
I would also like to be able to explore a world map as well and to be able to travel and explore this map as i wish!
Travelling and just being able to explore was missing from all the neverwinter series games and i would like to see it come back!
I really hope they have random encounters and an outdoor map to explore!
Not only would that give you a chance to use a secondary skill to repair weapons and armor but it also makes a blacksmith useful for more than just buying and selling loot!
I mean really what motivates me as a player to use any other type of weapon in the game other than that first longsword you buy at your first shop?
Honestly in nwn1/nwn2 i used the first weapon i bought through the entire adventure unless i found a better magical version of it before it was over!
Please dev's make standard weapons useful again like pnp and not a magical weapon monty haul fest!
I don't see a benefit.
If player crafted goods are available, it creates a player driven market which in turn makes tradeskills a valuable resource for those willing to put the effort into pursuing them. At all levels instead of just the end game levels as the game ages. Look at Eve Online. It has the perfect player driven market economy. You lose a ship, you gotta buy a new one that some other player made. Not an npc. A player.
I doubt this will be a player driven economy game.
There is a huge town of npc's.
Do you want them to just stand around and hand out quests, and that's it?
I'm not saying there isn't room for player crafted items or item durability, but I don't think you will see all of the items being produced by players exclusively.
With my idea, the player driven economy isnt on items, but on the "socketable" items you put on items, and those items are obtained from questing. The wearing feature would wear out the "socketable items" not the items themselves. Thus one day a person with the best sword in the game, only has a mediocre sword, unless he obtains another insertable of equal power.
I think adding mechanics for the sake of adding mechanics is not a very good idea. D&D is already very sound mechanically. I agree that if something fits well with the mechanics, it is worth investigating. Cryptic will not Frankenstein this game.
Its a simple concept that can also bring more life to other aspects of a game, such as player housing.. player housing has limited slots for items of disply, here you can "Preserve" your items on your wall or in cases etc and they would then NOT "WEAR" and lose their powers. But any item not in player housing would have a day of wear... Sockets can then be created to have say "30" to "180" days of wear on them... Every day its utilized, it reduces until evaporated, then you have a good economy, as items decay, items are sought. You can then as a game master control item drops that fluctuate the economies resources.. if you see there are way too many gems of strength and value is diminishing and warriors are OP, reduce drop's of that material until it balances.
The only thing we covered is how you don't agree with it, because you don't understand it... Thanks for caring, but I won't shun your ideas, and I'd appreciate it you'd stay away from mine.
No, he doesnt the module controls it.. It's player created. Not Game Created
But the player has to have a working knowledge of where all of his inventory is. You fail to recognize this major flaw, while others do.
So answer me this, with your idea, how is a player with 50 different long swords from 100 different modules supposed to keep track of which sword is from where in any efficient manner.
Do you expect him to cycle down a list of 50 different tokens to find his "Flaming Long Sword" token to then cross-reference the module it works in and then go and find that module to play in?
Any repairs made to items should require player gathered/crafted components as well. It's just the sensible option for any mmo that has any kind of economy. Unfortunately the unwashed masses of idiots, morons, and tards don't understand that and whine whinge and moan about having to spend gold on repairing items or losing items to decay and breakage.
Which in turn means the game's economy becomes saturated with HAMSTER. Low level crafters or gatherers can't earn any money and finished goods just aren't worth it except at the highest levels.
As stated you do not understand.. So its obvious you did not try anything at all I am talking about. All items created have "hidden" sockets by default.
These sockets are for use in modules for developing players to offer "player loot" for its adventurers... The module keeps track of who has earned what and puts it in that appropriate slot and they get the bonus. The module then dictates and controls special effects should be toggled on and you visually see the effects when in that module. You as an adventuring player have to do nothing but obtain the socket item.
You will know you earned that loot in the dungeon or whatever, and lets say the loot was +2 dmg to undead slashing sword.. if that person was yeilding a sword with slash damage, they would get the bonus, and that bonus can be seen in the character page with a green +2 next to it when looked at. Or it can add a green acid dripping glow effect and add acid damage... It is nothing more than a "FLAG" in game if you acquired this UUID loot drop
You dont have 150 different swords..
The problem with crafting in games where items don't decay and break is that once an item is bought, it never goes away. Once someone has bought an item from you, they will never have to buy it from you again. There's no repeat business. It's just not a healthy style of economy.
They don't enjoy the crafting, they enjoy the collecting, the bubble of yeilding a supply of desired goods and being rich. Some fun in the gathering of these items, but these are normally trivial uncomplicated tasks developers never focus on because they can't control the economy and resources are always too much in quantity, which is why everyone dreams of a decay system..
The day system for resources and my socket enchancements is a science to solve this problem.
For example, lets just use cooking as a craft.
Apples are scattered around and you collect them.. in every game, soon apples become to obtain no value.. as 5,000,000 of them exist and they just sit.. But if apples had a life of 7 days, and therefor had a decay setting of 5-7 depening of ripeness when found... Apples would only exist for 1-7 days on the economy before turning into worthless?!?! apple cores.
A cook in need would then not be able to store his own forever and ever if he was questing and collecting pears.. as they would be rotting... so there become's the "economy". Someone can now then specialize in apples, someone in pears, someone in bananas, or however one much can handle.. or buy as they need, but now any item becomes a resource and not a useless one. This also steadies the entire economy, because someone can now not undercut pricing on everything as every resource in that crafted piece has a value that dictates worth, time, and energy...
This is exactly the stupid reason why there are binded on pickup objects these days.. No worse feeling to obtain loot that you can't share... So stupid.
There is absolutely no point to created BINDED objects.
What's the only other binded object we have in real lives? SOFTWARE LICENSES and we all know what a joke that is...