mosheh
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moshehKeymaster
Ashenport needs to be walked through and made sure all the shops work correctly, all the spec-procs are working correctly (guild masters), and that the descriptions of the rooms are appropriate for our lore.
Also I am personally insisting that we should have a quest line that carries a new character from level 1 to level 30, if you know what I mean. This should actually be a more short term goal because that could be central for test-players.
moshehKeymasterAwesome idea Trey, what would supplement that even more and be utterly epic, is if someone drew a map of the city 🙂
moshehKeymaster“Ashenport Region” Our first region we’re trying to fully develop
[attachment=0:20c26w81]ashenport-region with graven.png[/attachment:20c26w81]
moshehKeymasterVERY ROUGH Regions, Hometown Locations Based on Race… Note: Arcana-Golem/Half-Elves under our current plans do NOT have a hometown.
[attachment=0:3352verc]worldmap – Copy.png[/attachment:3352verc]
moshehKeymasterHmm I never though of airships, I thought more of seaships 😛
Would definitely add to the lore and stuff 😛
moshehKeymasterSounds like a fun idea 🙂
moshehKeymasterObviously logging on and stayed connected is the best way to keep up to date with everyone, but I strongly strongly strongly encourage everyone to go to the homepage and register for the newsletter. It will be a way to keep us connected, and you can unsubscribe at any time.
Just go to the home page:
http://luminarimud.comAnd on the bottom footer there is a form to subscribe.
Also we have a facebook fan page:
https://www.facebook.com/LuminariMudCommunity is everything when it comes to true MUDding benefits, so lets build an awesome community together.
-Zusuk
moshehKeymasterYeah I really like that idea…
Those that are familiar with Dragonlance for instance, and the wizard’s test at the tower of high sorcery… things like that where they have to play through a story/trial to learn their class would be awesomeeeeee
moshehKeymasterAmbitious, and thick with lore… awesome
moshehKeymasterLove the idea, I’m excited for the potential!
moshehKeymasterHey I spoke to Trey on-line and he wanted me to share my idea on here.
So the ‘motvation’ for my idea is to really suck-in and engage new players into the world of Luminari.
So the idea is to take interesting points of Lore from our world and integrate them into a story that as the player plays through this introductory story, they are introduced to basics about the game AND basics about our Lore while truly engaging them in a story.
Thoughts? If people like this idea, I really think Taure/Ornir would be critical in helping craft a neutral story we can give all players to fulfill this goal.
-Zusuk
moshehKeymasterThe system I was “raised on” back when I was a MUDder was: DEATH LEAVES YOUR CORPSE WITH YOUR GEAR
Basically in that system, your corpse remained where you died. You had basically 3 options:
1) Get a resurrection of your corpse at place of death, or drag corpse to a different place and get resurrected – which resulted in minor/no xp loss and all your gear back
2) Get the corpse, which means getting your gear back, but major xp loss without ressurection
3) Leave your corpse, take the xp loss and lose all your gearPositives of this system is the challenge it takes to get your corpse at times and incentive for resurrection and not dying.
Negatives of this system is the problem if you can’t get your corpse for whatever reason (busy RL or whatnot)… This can somewhat be alleviated by having insane corpse-decay times. Which creates the negative of having tons of player corpses laying across the world for large amounts of time. Kinda messy 😛Thoughts? Ideas? Criticism?
moshehKeymasterOur current system is very simple, death is VIRTUALLY no penalty, a minor xp hit and that’s about it.
So that’s the first suggestion for consideration: JUST AN EXP PENALTY
It can be of various levels, etc… thoughts ideas criticism?
moshehKeymasterThis post will be for more notes:
*Directional procs need to be re-written, they aren’t blocking the correct direction:
gatehouse_guardmoshehKeymaster(gonna use this post for notes on stuff being added in the code to complete above goals, i have a separate worksheet for the zones)
PORTING FUNCTIONS:
comm.c: update_proc() – function needed to make most of the HL object procs work
spec_procs.c: weapons_spells() – function needed to fire HL weapon spell procs, not be mixed up with our current system
is_wearing() – checks if object with given vnum is being worn, needed for certain object procs for HL
strutcs.h: struct mob_special_data -> temp_room_data (real room num)
spells.c: identify (objects), added special handling for showing spec-procs
fight.c: near weapon spec abilities in void hit(), added special call for weapon procedures (and gloves for monks)
act.informative.c: in do_look, “look out” functionality for ships
act.informative.c: new function: look_at_room_number() – basically look at room, but instead of only restricted to in-room, allow any rnum – exclusively used for ships -
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