For the ones that aren't lazy and still love rpgwo
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Here is some things I was gonna do on server I was working on, I'm pretty much done with rpgwo at this point with the owner off doing his own little thing. Figured some of you guys can make spin offs from this wolf.
Forced Economy
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Starting Skill Points: 12
Defense Skills - Points 40 - Free Skill (NO SPEC)
All Attacks - Points 6 - Not Free (CAN BE SPEC'D)
All Tradesman Skills - Points 13-15+ - Not Free(CAN NOT BE SPEC'D)
Mana Conversion - Points 0 - Free Skill (No SPEC)
Players will have to roll fighters and work their way into having trade skills, also spreading out skill points like this causes players not to have everything they possibly need at level 50.
Black/White/Red/Blue Magic put into one skill Thaumaturgy. Only attacking skills grant fail and success XP. All heals and buffs do not grant XP. This also causes the normal player with sword to more then likely not have a magic user and a melee user at the same time.
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Skills
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See Below Skill.Ini (Wasn't fully done with it for Yphun, but you can see.)
[ Specified attachment is not available ]
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Economy
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Because of the skills I was set on, I had each skill pretty much needing another skill to help out, the whole point of the idea was to actually have a community or a group of friends playing together instead of a group of friends leeching off one tradesman. Also the idea behind the skill set was also to lower the chances of how the players got to 1000 skills so quickly.
Armor/Weapons were all in NPC in a town up to level 20. This also made more towns usable. Where as right now there is one main city with NPCs with no real use.
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Items
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Tools - these were gonna have 3 different versions of, the NPC bought set (LOW quality), The Low End GeneralSmith Set (Medium Quality), and The High End GeneralSmith Set (High Quality + Fixable) Low End (Iron Ore) High End (Titanium Ore)
Armor - Instead of what now seems to be the standard of Defenses being the deciding factor of what gear you wear, each fighting skill was going to have its own armor. All Melee Users would have Plate(Ore). All Ranged Users would have Leather. All Magic Users would have Cloth. This quadrupled the size of the normal number of armors but I felt as if this would give it a new feel, also allowed a few more skills to be more useful. Also each set of those armors had a Refined or Reinforced Set, which would make the armor a little bit stronger and would cost 50 to 100 more stats to put on, so scaling out armor was gonna go up pretty high. Also how this was set up it allowed a lot more armor to be put in game. Through (Mining or Killing -ORE-) or (Skinning -LEATHER-) or (Killing -CLOTH-)
Weapons - I wanted for each ore to at least have 2 weapons per skill, along with those 2 weapons, there would be a refined or reinforced set also.
Damonite (AKA Meteorite) - This would be the "Meteor" of the server, instead of the normal based "Go find it and sit on the ore till you can use it" I was planning on using this for a Quanth outcome. The Meteorite had 3 stages, Its hot stage, Its cooling stage, and its cool stage. Hot Stage was sorta like your Quanthsith, Cooling - Quanthsar, Cool - Quanth.
Also these meteorites were only harvested through trade skills. Using various tools to get them, most of the time secretive so one would have to hurry and find out via Trial and Error.
Mining - Most of your ores were rather rare to keep down on mass production of armor and weapons and just ol' "Stuff". Going into mining you would run into stalagmite which will be discussed in a second. (Any of the picks from the tools section will have to be named "Pick" for auto mining)
Prospector - These stalagmites would be filled with different types of jewels, you use your skill to get them out.
MISC - Whole sets of items added onto monsters, anything from rare show off things, to weapons to fill gaps in the required skills. Materials needed to make armor that filled gaps.
Cloth Armor - Cloth armor would be got via Farming for cotton, but to make the armor more defensive and more tough you were able to add patches and sew using ore dipped thread, which is done by a general smith.
Leather Armor - Leather armor would be got via Skinning beasts killed, but to make armor more defensive and more tough you were able to add patches and sew using ore dipped thread, which is done by a general smith.
Potions - Was making 9 Potions for every skill, Small Minor __ Potion to Large Mega __ Potion. Here is a code template. Make sure your Large Mega is hard to make, but give it a big long bonus count or something of that sort.
Item=
Name=Small Minor _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=15
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Medium Minor _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=30
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Large Minor _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=60
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Small Major _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=15
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Medium Major _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=30
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Large Major _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=60
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Small Mega _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=25
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Medium Mega _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=50
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Item=
Name=Large Mega _ Potion
Class=Food
Animation0=
Size=Tiny
Burden=75
;FoodLife=#
;FoodStamina=#
;FoodMana=#
;WisdomBonus=#
;StrengthBonus=#
;DexterityBonus=#
;IntelligenceBonus=#
;QuicknessBonus=#
;SkillIDBonus=_
;SkillBonus=#
;BonusCount=#
Stackable
Plants - The alchemy type plants were gonna be able to be planted above ground via normal types of farming, with a possible extra step, and underground, with the usage of potting plants. They would take twice as long to grow and only giving half the normal number of seeds, but giving underground space more usage. Also after harvesting the pots broke, giving more of a big usage to Granite being needed.
Alchemy - With the gain of the skill Glass Making, flasks were made adding another step to the alchemy line of making potions, the ground up _ would be put into the small flask and the alembic would be added to get the potion. This was my idea behind the potion making..
SM = Small Minor
MM = Medium Minor
LM = Large Minor
SMJ = Small Major
MMJ = Medium Major
LMJ = Large Major
SMG = Small Mega
MMG = Medium Mega
LMG = Large Mega
MO = Mana Oil
MS = Mana Stone
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2x SM = 1x MM
2x MM = 1x LM
1x SM + 1x MO = 1x SMJ
1x MM + 5x MO = 1x MMJ
1x LM + 10x MO = 1x LMJ
2x SMJ = 1x MMJ
2x MMJ = 1x LMJ
1x SMJ + 2x MS = 1x SMG
1x MMJ + 10x MS = 1x MMG
1x LMJ + 15x MS = 1x LMG
2x SMG = 1x MMG
2x MMG = 1x LMG
Fishing - be about the same but there is a small change to get boots, treasure, etc..
Cooking - Was flip flop on it, wanted to get rid of it to open up more npcs after level 15-20, cause you NEED food, plus people will already be busy with other skills, but add it if you want.
Housing - Wanted to set the cost of /landclaim to 50,000 gold, and set up 2 sectors+ of premade 2 plot housing to buy for 7500+ gold, houses would be made out of something that were note take down able and would be fenced in on the back side, thought it would look nice if everyone decided to buy one, and if someone was rich enough to buy a land off to the side it would look more special.
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All I can think of right now. Enjoy!