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Topics - Tokoshoran

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1
RPGWO Chat / "Freelands" Server
« on: May 20, 2012, 03:02:32 pm »
After hearing about what all V4 will have, I got the idea to set all the skills as freeskill. Unfortunately, at character creation, this does run into the problem where it spams that you have to many skills, but holding enter fastforwards past it. In exchange for having all the skills, you start with almost none of the items, and only get 16 or 20 points to specialize in the skills of your choice.

Since everybody will be able to locksmith, stealing is enabled, so players will have to lock their stuff up tight. Those who don't want to focus on training it to stay safe can team up with somebody who does, or find a place to hide their stuff.

In order to let the players get stuff, I plan on having them start with four(?) 'item vouchers' which they can give to NPCs in the starting area, each one will accept it in exchange for a particular item or two (or three, in the event of the Cooking profession); however, I do not know how to do this. I will need other people to assist with this!

The server, at the start, will be four sectors big.  That should be MORE than enough land for players to use, unless the server somehow inspires a ton of players to participate.

2
RPGWO Chat / Server How To's
« on: May 19, 2012, 03:29:26 pm »
Or perhaps "How Do I's"

Alright, starting up a fresh server is easy enough, just run the program. Only the v1 server is available for free, so I'll be working to understand how it works.

Here's a little FAQ it comes with:
Quote
Question: How do I setup the files?

Answer: Create a new folder and name it something like "server". Unzip the server folder in the zip file to the new folder you created. The server.exe and the .ini files should now be there.

Question: How do I create a world?

Answer: The default map size in world.ini is 400. Edit that setting if you want bigger or smaller. Warning though, only sizes in increments of 200 is recommended and been tested. So 200, 400, 600, 800, etc. Start the server.exe program. If no map data exist then ti will ask for a seed value. Maps 400 and larger get generated based on the seed. Map size 200 just get a flat map.

Question: I have an empty world... how do I add trees and crap?

Answer: There is a button on the server called "Add Content"... press that.

Question: What does "deepen ocean" button do?

Answer: um, it makes the water deeper so you can fish for deeper fish.

Question: How do I add monster wilderness spawns?

Answer: They are spaced in every 50x50 area. The chat command /monstercatagory <number> will set the spawn. The catagory numbers can be found and set in the monster.ini file. /monstersectorcatagory <number> will set a 4x4 or an entire sector.

Question: Connect to a server not on the list?

Answer: Use the Local or Specify option under the list. You will need a folder named Local.Files in the client install folder. It needs to contain the client content files for the world you are connecting.

Question: How to update the client files?

Answer: First, get all the client content files in a seperate folder. Then run the pMasterMaker program and press the Auto button. When it is done copy the master2.dat and *.zlib files to your internet/web update address.
So here's what we've got:
  • animation.ini
  • item.ini
  • itemuse.ini
  • magic.ini
  • monster.ini
  • server.exe
  • skill.ini
  • treasure.ini
  • underside.ini
  • waterside.ini
  • world.ini
Like I said above, server.exe is simple enough, but the first thing to look at would probably be world.ini. There are a lot of confusing things in here, but this is what defines the server you bring up.

I don't know what most of these things are, but I'm assuming that between those first two ;;;;;;;;;;; lines are special world rules. Can anybody tell me what all of those do? Other than that, here are a few other things you'll find lower down:
  • ;SPEEDUPGROWTH=0
    • Changing this number lets items evolve (seedlings->flowers) faster, maybe slower with decimals?
  • ;Disablemail
    • If you don't want players to be able to send messages through the /mail command, this is for you. Force them to use pencils and scrolls with billboards as mailboxes.
  • ;adminonly
    • Just testing out a server? This prevents random people from just popping in.
To turn on anything that has a ; before it, just remove the ;, and turn turn off any line that doesn't have it, put the semicolon at the start.

Server Port and Map Size are two parts you definitely want to check, if your world is popular, make sure to add plenty of server size; default ports, while simple, can also be risky.

Here's some questions I've got for people more knowledgable:
  • What are all the things between the first THREE lines of several semicolons?
  • What's Empty Mining?
  • Does Mining Depth mean how many layers down it goes?
  • What is MiningBraceSurface?
Or, perhaps, y'know, if you know something I don't, just post it for the sake of helping out anyways.

3
RPGWO V4 / V5 / Hostile/Passive NPC AI's
« on: May 18, 2012, 10:44:47 am »
On friendly AI's:
  • Will we have guards, or perhaps 'adventurers' roaming around, helping the random wandering player?
  • Will we have NPC farmers who actually work to prepare stuff?
  • NPCs who deliver goods from one town to another?

On Hostile AI (Monsters):
Maybe you could have a location of magical research, but under normal cirpigstances it would lure monsters from so far away (Could pop out of the ground as some egg thing, created from stray magic, and grow into monsters). Building walls, extra layers, higher floors, etc would lessen these effects.

this does bring the thought that there may be flying monsters. in such a case, would flying monsters be able to, themselves, go up and down layers? I can picture a harpy seeing you through a window, going up to your roof, and heading down the stairs to get at you (Assuming monsters can be programed to be that smart).

If flight will allow the movement of layers from anywhere, it should only work if there's no floor in the way (the floor at your current level if you're going down, or the above level if you're going up). This would add an incentive to just put a doorway in the way of your rooftop staircase, so that if they do attempt to do so, they can't get through that door.
holy crap monsters flying over walls would suck ass.  think about it, you're a farmer/alchemist(no combat skills), you have walls to keep the monsters out since you live a peaceful life.  so 1 day you're minding your own business harvesting your plants so you can go brew potions, when all of a sudden a dragon swoops in over your wall and eats you...powerful monster 1 hit to kill you I consider that being eaten!

I don't think we need flying monsters.  for all the extra programming it would take, it just doesn't really add anything fun to the game...just another way to kill crafters.  do we really need another way to kill crafters?
Alright, fair enough... Maybe flying monsters can't approach the ground layer. Or just not be able to change the layer so simply.

But really, if a dragon's going to come by anyways, wouldn't it be able to just demolish your building? Why would a dragon suddenly even swoop over your place? Monsters wouldn't be lured by a player or their tames. You'd have to have something that actually emits something they follow, such as monster bait.
its just the way things have always been, if monsters spawn near your land they try to attack you.  with Mickey's new system that would be monster's drifting toward your land I guess...

if you have good walls they can't get to you.  if you have windows/slits they can get you with range attack.  if you have no walls at all(as a pure crafter) you're dead. 

so a dragon drifting near your walls(if able to fly) would fly right over and eat you.  if it wasn't able to fly it would be stuck outside trying to attack you.  if you had windows and dragons had a range/magic attack(dragons breath?  range of 2?) it would be able to attack you if you got too close...

I'll admit the idea of monsters being able to break down walls sounds interesting(and maybe should be discussed), but if they can, how do we stay safe?  would monsters have a certain amount of damage they're able to do, would different types of walls have different damage thresholds?  ie: weaker monsters can't break anything, medium monsters can break through fences, strong monsters can break through wooden walls, but only the most elite monsters can get through stone walls?  if those seriously bad assed monsters can still get through stone walls, and the people hiding behind those walls are hiding so they don't have to(read that as can't) fight, doesn't that mean traders are basicly tigered?
  • Can we lure monsters by bait?
    •    Monsters would not want to roam towards you if you are not using bait
  • Will there be monsters who can do special things?
    • Digging
    • Flying
    • "Jumping" multiple tiles(Teleport, or where they can walk only?)
  • Can Hostile AI break barriers?
    • Strength of the barriers
  • Will building a home prevent auto-spawns near it?
  • Can windows be made to NOT allow ranged attacks?
    • Slits/Holes vs actual Windows

Again, because there seemed to be confusion: The MAJOR roams would NOT approach a simple player unless there was bait near the player. Garbage or enchanted items might count as bait, giving reason to store them in a CLOSED container, or throw the garbage away. Minor roams could be attracted to simpler things, but unable to break through the walls.[/list][/list][/list][/list]

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RPGWO V4 / V5 / Crafts
« on: May 12, 2012, 04:13:45 pm »
Otherwise, we would need multiple ingots to make all the equipment! ...Though that may not be such a bad idea, since you'd think a chestplate would take more than a wand.

Again, I don't know about V2, but in V1, you would always use one item to produce X results. Such as one set of cut lemons to make a lemon pie, that seemed kind of silly.

Now, I don't have a whole mess of ideas this time, so go ahead and post any ideas or questions for Mickey that you guys have, but here's one that I do have:

Will the server be able to look for and use multiple items in order to craft the new item? Like if we wanted to make lemon pie, we'd have to use a whole stack of sliced lemons, or to make a big sword, we might need a few heated iron ingots. Combined with an idea in the blacksmithing thread for clusters that break into a bunch of metal chunks, this could result in a very useful system.

Also: if it can search for a stack of items, will it search for different types of stacks, too? In the Tools thread, there was an idea for every little bit of the tools being separate. You would need both the Nails item, and the Hammer item to carpent (The smaller ingots idea works great for that, too!)--If it would detect tools, then detecting materials shouldn't be too far off. Making something like a jewel enlaid sword, for example, you would need the iron AND the jewels.

Which just gave me another thought: Can crafts require multiple skills? Not one per step, but something like both blacksmith and jeweler for a step.

5
RPGWO V4 / V5 / Magic
« on: May 10, 2012, 12:06:17 pm »
I've seen a lot of complaints about magic as I look around the forums or play the game, especially on the subject of Blue Magic.

Now, I don't know if people are just whining because, hey, people whine, or if there's a legitimate reason to this, but there have been complaints that the golems are too powerful. If they really are overly easy to make, maybe they can be made more difficult? Having to construct the body before making it alive sounds very reasonable. Maybe even having to start with a mud golem, level it up, and then upgrade it with copper (I believe that's the next stage), rinse and repeat for higher metals. Or perhaps player made golems always start at level 1, so that they have to be carried through to their usefulness.

White magic is fairly powerful as it is, I don't see much need to change it. Same with Black Magic.

Red magic is a bit confusing to me. It improves the player's attributes and skills, right? I think this could use some ties into alchemy. If you were to cast some spells onto the potions made, you could make them even stronger (Minor+ and Major+). If it could make charges to give the effect to other players at a later time, even, that would be useful. I understand this can cause some debate as to whether to use alchemy or red magic, but sometimes I just want both, despite no red mages being on.

Finally, we seem to be lacking in any area based magic. I brought it up in suggestions that we could have "Yellow Magic" which would be cast upon an area. It's a bit difficult to imagine how to mix this in, since it would cover the same things as the other skills, but since we're already starting with all the skills it wouldn't be so difficult. Yellow magic would simply allow the player to use multiple (nine?) runes at once to cast upon a whole area instead of one square. It could even be made less cost effective by increasing the cost-per-square (ten?), so that there's less incentive to use it outside of emergencies.

  • Are golems tough to make?
  • If not, make them tough
  • Red Magic vs Alchemy
  • Red Magic helping Alchemy
  • Red Magic produces "Charges"
  • "Yellow" area based magic tying into the other classes

I swear if this list is still broken after I hit post I'm going to be so mad.

EDIT: Fixed by Mickey

6
RPGWO V4 / V5 / Layers
« on: May 07, 2012, 01:36:00 pm »
V1 only had two layers: Surface and Undersurface. I never got the chance to play V2 (I came back after all the V2 servers died), but it apparently had multiple underground layers.

I think this can be expanded upon by adding "Sky" layers. These could add in the danger of falling out where there is no floor (The base "Sky" flooring would act as a harmful warp down), giving reason to actually use gravel or planks or whatever else to put in the flooring. The staircase you came up with would of course act as a floor (Wood if wooden stairs, stone if stone stairs), so you would build from there.

Going high up and stepping onto sky would cause you to fall until you reach either the surface or a layer that actually has a floor, so you could take some serious damage if you aren't careful.

Additionally, lower underground layers would have a higher risk of cave-ins, and higher sky layers would have their own version of this where flooring reverts back to sky. Certain 'wall' objects would act as a pillar of stability, keeping it safe right there, and you could even have a blue magic "Pillar of Stability". This might need to be on the layer below for sky layers (The surface would always be safe from it, but responsible for the second floor).

7
Bugs / Problems / Tame use issue
« on: May 04, 2012, 09:23:54 pm »
According to the help page /tameuse is only supposed to command the tames that are actively following you, but it forces ALL of the tames to use the object--even traders on guard!

8
RPGWO 2 / Will there be...
« on: May 03, 2012, 08:04:02 pm »
From just the fact that V2 supports multiple underground layers, it sounds incredible. However, at this point in time, it seems there are no servers for it any more.

Will new V2 servers be made? Don't bother telling me to, the server program is too confusing and is 1.15 anyways. Maybe if monster spawns were automatically added...

9
Suggestions / Progressive world
« on: May 01, 2012, 06:23:58 pm »
I was doing some talking over Rebirth about the modern servers that used(?) to exist, and I got an idea.

People don't like starting with "Nothing" and right off the bat getting a bunch of high powered guns and junk, right? I certainly find the idea silly. But getting modern stuff later on, after doing a ton of stuff, would make sense.

This does bring into question stuff like guns vs bows, swords, and axes, but that's solved as follows: The modern (and future, if it goes that far) equipment wouldn't have its own skill! Instead, guns would be high leveled ranged weapons, grenades high level thrown weapons, etc.

Then, for machinery, in order to make the metals and stuff used in modern stuff, you would have to process them through higher-end medieval stuff.

Now, I understand, "High level people would have an unfair advantage over new people." Yes, that would exist, and although it already exists on pure medieval servers, it would also drive them to work for themselves, rather than to help the newbies, but for some people, it would be worth it.

Another problem I'm finding is that I, personally, can't think of what the modern equivelant of all the weapon types would be.

If you've got any suggestions to add on, or criticism to throw at this, go for it.

10
RPGWO Chat / Rebirth-Haven mines
« on: May 01, 2012, 03:14:13 pm »
I apologize in advance if this belongs in suggestions, but this seemed more specific to the server

Newbie Island/Haven only has six plots of land that harvesters can use to prepare for the mainland, all of which are almost always dug out in the underground layer. Is there a reason they aren't scripted to replenish over time?

I mean I've got ideas on how to get around that if it can't be scripted, but would like to at least be able to prepare myself or other new players for the mainland.

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