Proposal :A few suggestions...

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Llama
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Proposal :A few suggestions...

Post by Llama »

Here are a few suggestions, for added realism et cetera... Sorry about lenght, and too much suggestions...

Hidden Skills > Skills which do not show up in the "skills pane" and do not use action points; these are to allow professions to "help" each other. An example is a good blacksmith, who forged many swords, will find it much easier to Fight with a sword, because he knows all about them; so a hidden skill, "Weapons Lore"; also, a swordsman will have already learnt a lot about fighting, so if he trains a concussion weapon skill, it should rise faster because of his knowledge of body parts (where to inflict most ect..) also a healer who learns where the pressure points are, will make a good fighter therefore, a hidden skill "Anatomy"
Also, I would give a better propability of well-made goods if the person has the corrisponding skill, a blacksmith/farmer will know how to make a sythe better than a normal smith.

Quality > I would make the state "Rotten/New/Nearly Decade viewable to all; and with a 100% change of sucess; because it is easy to identify old and new things, even if you have lack of knowledge in it... However few can tell the quality of the item, and THAT should be dependant on the skill...

Dustbin > Could we have a chest where things decay auto after a few seconds? Most people dump their things on the floor, as its the only place, and it isn't very RP...

AI > Could you make (intellegent) enemies flee if their health is low? I don';t think it would be too hard to implement, and if they try to run INTO whoever is attackign them, then assume that they have been taken by panic... A more intellegent creature should run away when there is a bit more of health left..

Health Bar > Could we have an (estimate) of an enemy health? [Maybe with anatomy?]; I think all can see the difference between a person ripped to shreds, and a person with no scratches on him

Rest Time > I do not agree with the rest time after fighting, "You can't concentrate on learning right now"; I would immage it more realistic if a person gets tired, "You feel tired from your fighting"; starts doing less damage, and must re-surface.. then after resting for a while "I think i'm ready to go back in..."

Library Books > I would make not all bookcases contain the same books. So if you wish to read a book on Mining, search for it in Silverbrand (Maybe someone can lend it to you); and for magic, look in Vanima ect...

Resistances > Each race should have a special resistance; example Lizardman would turn spells based on water useless; while orcs find physical (normal) attacks less effective on them, and so on...

First Day > The first time illarion is played, the player is quite lost... there should be a mini "Quest" for new players to teach them basic things (similar to that in the old manual); it was not the first time that a newbie said "((What do I do here?))"

Mummies > Mummies had everything removed before they were burried, except the heart and umm.. i THINK it was Kidneys... They did NOT have intestines on them, so why they drop entrails is beyond me; also could mummies drop some money instead? Mummies were usually burried with items...

Sorry for everyone who read this :)
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Post by Vindigan »

Dustbin > Could we have a chest where things decay auto after a few seconds? Most people dump their things on the floor, as its the only place, and it isn't very RP...
There is nothing wrong with throwing useless items on the floor, unless your character wants to keep the city clean! Towns in the dark ages were very dirty places because people didnt know much about the need to keep things clean. Maybe whoever is incharge of the town could employ someone to be a "street sweeper" and they could be given powers to fine people for dumping their rubbish in the streets. :P
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Re: Proposal :A few suggestions...

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Hadrian_Abela wrote:Hidden Skills > Skills which do not show up in the "skills pane" and do not use action points; these are to allow professions to "help" each other. An example is a good blacksmith, who forged many swords, will find it much easier to Fight with a sword, because he knows all about them; so a hidden skill, "Weapons Lore"; also, a swordsman will have already learnt a lot about fighting, so if he trains a concussion weapon skill, it should rise faster because of his knowledge of body parts (where to inflict most ect..) also a healer who learns where the pressure points are, will make a good fighter therefore, a hidden skill "Anatomy"
Also, I would give a better propability of well-made goods if the person has the corrisponding skill, a blacksmith/farmer will know how to make a sythe better than a normal smith.
Sounds nice to me. Technicaly possible.
Hadrian_Abela wrote:Quality > I would make the state "Rotten/New/Nearly Decade viewable to all; and with a 100% change of sucess; because it is easy to identify old and new things, even if you have lack of knowledge in it... However few can tell the quality of the item, and THAT should be dependant on the skill...
May we should higher the change of sucess a bit. But 100%? I don't think this would be nice.
Hadrian_Abela wrote:Dustbin > Could we have a chest where things decay auto after a few seconds? Most people dump their things on the floor, as its the only place, and it isn't very RP...
Would be even much work i think. This is impossible over the Scripts as far as i know.
Hadrian_Abela wrote:AI > Could you make (intellegent) enemies flee if their health is low? I don';t think it would be too hard to implement, and if they try to run INTO whoever is attackign them, then assume that they have been taken by panic... A more intellegent creature should run away when there is a bit more of health left..
Would be nice, but really really hard to made.
Hadrian_Abela wrote:Health Bar > Could we have an (estimate) of an enemy health? [Maybe with anatomy?]; I think all can see the difference between a person ripped to shreds, and a person with no scratches on him
I don't like this. Or shall we show the level of others, too? ;)
Hadrian_Abela wrote:Rest Time > I do not agree with the rest time after fighting, "You can't concentrate on learning right now"; I would immage it more realistic if a person gets tired, "You feel tired from your fighting"; starts doing less damage, and must re-surface.. then after resting for a while "I think i'm ready to go back in..."
hrm...the Rest Time is the skill gain stop. So the protection against powergames. This function will stay...be sure :)
Hadrian_Abela wrote:Library Books > I would make not all bookcases contain the same books. So if you wish to read a book on Mining, search for it in Silverbrand (Maybe someone can lend it to you); and for magic, look in Vanima ect...
Possible but not that importaint at the moment. Exspecialy because not all books contains texts.
Hadrian_Abela wrote:Resistances > Each race should have a special resistance; example Lizardman would turn spells based on water useless; while orcs find physical (normal) attacks less effective on them, and so on...
Just wait for the future ;)
Hadrian_Abela wrote:First Day > The first time illarion is played, the player is quite lost... there should be a mini "Quest" for new players to teach them basic things (similar to that in the old manual); it was not the first time that a newbie said "((What do I do here?))"
Sure. Write the quest and send it to us. :)
Hadrian_Abela wrote:Mummies > Mummies had everything removed before they were burried, except the heart and umm.. i THINK it was Kidneys... They did NOT have intestines on them, so why they drop entrails is beyond me; also could mummies drop some money instead? Mummies were usually burried with items...
The old problem. Maybe this mummys are burried with entrails ;)


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Post by Llama »

RE: Quality; I think we can all tell the difference between a brand new sword, and one which is all rusty; even if we are not smiths. We can all notice that blades with bumps along the edges mean that it has been used badly. Quality however would be harder to master.

Currently, sometimes you produce a handle (one use) and it turns into a Used Handle.. which doesn't make sense as a handle is used and is lost, or turns into an item.

RE: Health; My idea in full... a hidden skill anatomy (study of the body), [going to get a tad complex to understand here] and the bar below. Now the bar is divided into sections (the scale so to speak), the amount of sections depends on the skill...

So a newbie will be able to see that an enemy is alive, or dead [Full or empty]; next step is a bar divided into 2, and it is rounded up so:
he can tell when the enemy is 'half-dead' or alive or dead. next step 4 bars, "Alive, 3 Quarters alive, Half-dead, Dead"

A [----------] or [ ]
B [-----|-----] or [-----| ] or [ | ]

If anyone understood that.... in other words, how much you understand drains off the bar depends on your skill.

RE: Dustbin> Ok just throw it on the floor... [shrug]

RE: AI > I was thinking more a function similar to that of killing the creature, but instead when health = 1/5 then it is "Teleported?" 1 tile away randomised et cetera

RE: Books > I could help fill in the empty books if you like

RE: First Day > This would be a totally NPC run thing, for example a person asks him to do him a few favors, and then tells him OOC what to do

"Please Take this hatchet for me, and cut down a few trees"
((Shift+Click the hatchet ..bla..bla))

RE: Mummies > Creatures left with insides rot away... so wouldn't be too realistic... but never mind...
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Re: Proposal :A few suggestions...

Post by Quinasa »

Hadrian_Abela wrote:Dustbin > Could we have a chest where things decay auto after a few seconds? Most people dump their things on the floor, as its the only place, and it isn't very RP...
There are a hundred empty useless chests all over the place. Things disappear from them just as they would from the ground. Just drop you things there, theres no law that says you can't. Why ask for something that you already have at your disposal?
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Post by Pocal »

AI has been developed well for NPCs/Bots by one of the original developers of Eternal-Lands. Could ask him for advice on that AI issue. Not sure if he's implemented that, or would share, as I know he is working on a MMORPG with AI creatures that learn as they go and the such.
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Re: Proposal :A few suggestions...

Post by Llama »

Quinasa wrote:There are a hundred empty useless chests all over the place. Things disappear from them just as they would from the ground. Just drop you things there, theres no law that says you can't. Why ask for something that you already have at your disposal?
The problem is this.. they are there for something.. in the shop they are there to RP where Eliza is storing thing... they are there for a reason, not to dump trash into. If Eliza decides to place a chest away for others to use as a bin, then so be it.

But then again,, there is always the floor... could it be etiquette not to dump goods where they can't be [activly though not RPed] reached? Most people dispose of poor goods behind mugush' desk, so no-one can recover them. Had they been in a dust-bin, i'm sure someone would pick them up..

Could we discuss the other points [did anyone understand the health bar?]
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Post by Aegohl »

Hadrian_Abela wrote:
RE: Mummies > Creatures left with insides rot away... so wouldn't be too realistic... but never mind...
I thought we argued this one out before. moonsilver.de explains what mummies are in Illarion. They weren't prepared and buried; they were cursed.
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