With all the new to come i just had to write some ideas...
Moderator: Game Masters
With all the new to come i just had to write some ideas...
I've been thinking alot about some ideas that may get the economy of our beloved Pang on the bright side again.
also some ideas for making pvp more common and at least make it more attractive by new players to join.
but here is my idea for the economy:
Make armor and weapons durability less strong. Yeah make that if i go to despise i will allmost ruin my weapon if i only uses one,
that will keep the blacksmith usefull and have to go mine more because of the increased need of them.
also tailor and other craftsmen that we are using to craft weapons, the bowyer will have more work with bows also.
the cook have allready been done with the hungersystem we got now when you die if not eat.
i dont know how to make the tamer more attractive but i suggest that if we do kill one player with the right RP and so on, then why not their horse?
A horse have a common price of about 500Gold and who dosnt got the time to collect that little bunch?
also make that the spellbook have a max amount of uses, i like about 10.000 uses (of any spells) to make sure that the scribe will have more to do
now where do i put the carpenter? i havent figured but, carpenter could be merged with Bowyer since they both work wood to the max.
here's my idea for the world to change:
We have the 2 ancient religions: law and Imp. But how do we got more live into the server without making one overpovered to attract people to join there
and vice versa. i was thinking instead of killing all religions, we split players even more up than we are now.
i know this will sound a bit like WoW on some stuff but hey it works for them.
Imperial have their faction and law got theirs too (in character creation you choose if you are to be in the *Empire or the *Kingdom)
Law is the *Kingdoms soldiers that enforce and protect the *kingdoms towns/cities and vice versa with the Imperials
Law and Imperial only consists of: Archer, Knight, Ranger, Warrior and Barbarians
and now i come to the two other religions of out Pang.
you know, i was thinking about keeping Lawture, Lawture and put Tekstone under Imperials wings.
they should be consisting of: Priest, Monk, Druid and necromancer.
Heres a tricky bit, i wanna be Kingdom player but also wants to play necromancer...
i havent really given that the biggest thoughts but there ofcause will be a solution to that hehe.
Anyway to force the Priests and other magic users to be in the Nature and tekstone, makes them crusial to work together with their,
kingdom or empire in pvp, Knight can do some few combatrelated rites but to get some major buffs the Law/imp needs to get some from the Nature/tekstone to help
Here i though about one more thing, Criminals! how do we make them something usefull:
Assassin is assassin no matter how you turn that around, criminals will get a 3rd colour.
since i was thinking that we got 2 factions to join to be red/blue,but what if you go rogue on your faction and kill one of same colour?
sure that will also be possible and the gray might be the solution to criminals.
the criminals will have a few cities too but not to big, and ofc underground or hidden in a huge maze/forest.
now our Major system might come in handy because why would Imp and Law draw their swords and battle eachother?
to gain interest from the taxes to become more powerfull and being in controll of more cities than the other.
this will ofcause cause a little trouble if:
"I've chosen to be Empire dude, but kingdom took the city with my house"
well in the end thats up to Imperial to get it back yes but you could help them in their battle since you both are on the same duty in the end
Trading inbetween is also a possibility since smiths will have to travel far for the good ores and some might be behind enemies borders.
So it might be easier to cut off a deal with the enemy to get that nice weapon that you just wanted and for smiths they could buy ores
from eachothers cross borders too, that will keep some of the economy up aswell.
Almost forgot, that YES newbies can be killed but you cant open the corpse of a baseclass.
solution to not make baseclass too common is they join class allready at 40%
Now my fingers are getting tired of writing and i maybe come up with more but i would love to hear what people thinks of my thinkings.
also some ideas for making pvp more common and at least make it more attractive by new players to join.
but here is my idea for the economy:
Make armor and weapons durability less strong. Yeah make that if i go to despise i will allmost ruin my weapon if i only uses one,
that will keep the blacksmith usefull and have to go mine more because of the increased need of them.
also tailor and other craftsmen that we are using to craft weapons, the bowyer will have more work with bows also.
the cook have allready been done with the hungersystem we got now when you die if not eat.
i dont know how to make the tamer more attractive but i suggest that if we do kill one player with the right RP and so on, then why not their horse?
A horse have a common price of about 500Gold and who dosnt got the time to collect that little bunch?
also make that the spellbook have a max amount of uses, i like about 10.000 uses (of any spells) to make sure that the scribe will have more to do
now where do i put the carpenter? i havent figured but, carpenter could be merged with Bowyer since they both work wood to the max.
here's my idea for the world to change:
We have the 2 ancient religions: law and Imp. But how do we got more live into the server without making one overpovered to attract people to join there
and vice versa. i was thinking instead of killing all religions, we split players even more up than we are now.
i know this will sound a bit like WoW on some stuff but hey it works for them.
Imperial have their faction and law got theirs too (in character creation you choose if you are to be in the *Empire or the *Kingdom)
Law is the *Kingdoms soldiers that enforce and protect the *kingdoms towns/cities and vice versa with the Imperials
Law and Imperial only consists of: Archer, Knight, Ranger, Warrior and Barbarians
and now i come to the two other religions of out Pang.
you know, i was thinking about keeping Lawture, Lawture and put Tekstone under Imperials wings.
they should be consisting of: Priest, Monk, Druid and necromancer.
Heres a tricky bit, i wanna be Kingdom player but also wants to play necromancer...
i havent really given that the biggest thoughts but there ofcause will be a solution to that hehe.
Anyway to force the Priests and other magic users to be in the Nature and tekstone, makes them crusial to work together with their,
kingdom or empire in pvp, Knight can do some few combatrelated rites but to get some major buffs the Law/imp needs to get some from the Nature/tekstone to help
Here i though about one more thing, Criminals! how do we make them something usefull:
Assassin is assassin no matter how you turn that around, criminals will get a 3rd colour.
since i was thinking that we got 2 factions to join to be red/blue,but what if you go rogue on your faction and kill one of same colour?
sure that will also be possible and the gray might be the solution to criminals.
the criminals will have a few cities too but not to big, and ofc underground or hidden in a huge maze/forest.
now our Major system might come in handy because why would Imp and Law draw their swords and battle eachother?
to gain interest from the taxes to become more powerfull and being in controll of more cities than the other.
this will ofcause cause a little trouble if:
"I've chosen to be Empire dude, but kingdom took the city with my house"
well in the end thats up to Imperial to get it back yes but you could help them in their battle since you both are on the same duty in the end
Trading inbetween is also a possibility since smiths will have to travel far for the good ores and some might be behind enemies borders.
So it might be easier to cut off a deal with the enemy to get that nice weapon that you just wanted and for smiths they could buy ores
from eachothers cross borders too, that will keep some of the economy up aswell.
Almost forgot, that YES newbies can be killed but you cant open the corpse of a baseclass.
solution to not make baseclass too common is they join class allready at 40%
Now my fingers are getting tired of writing and i maybe come up with more but i would love to hear what people thinks of my thinkings.
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Re: With all the new to come i just had to write some ideas.
kinda, these aint solutions really, first i will start with merchants
tailor - doesnt gather his own materials, making his armours break more, just makes hunters life more annoying, but most likely wont give bigger market to tailors
tamer - unless anything is changed, after you kill my horse i will just summon new one, for non religions i will use obsies
blacksmith - i dont have fighters in my acc, but sounds quite annoying thing to change auropians and wepons after each dungeon
bowyers - their items break fast allready(but i agree with merging them with carpenter)
scribes - well hard to tell i wouldnt like to end up in middle of dungeon without spellbook just because i forgot to check charges which imo will be quite common thing since 10000 charges will last quite a while
tinkers - their problem is that nothing breaks in their market... other than that after their change i like them...
what comes to religions, same old 2 faction thing red vs blue aint fun imo, you can see that in all games, thats not attractive thing, i rather keep as it is currently where peeps decide whom they fight and whom they join...
and you can't compare WoW and uo, so ''hey it works for them'' aint really a good argument
tailor - doesnt gather his own materials, making his armours break more, just makes hunters life more annoying, but most likely wont give bigger market to tailors
tamer - unless anything is changed, after you kill my horse i will just summon new one, for non religions i will use obsies
blacksmith - i dont have fighters in my acc, but sounds quite annoying thing to change auropians and wepons after each dungeon
bowyers - their items break fast allready(but i agree with merging them with carpenter)
scribes - well hard to tell i wouldnt like to end up in middle of dungeon without spellbook just because i forgot to check charges which imo will be quite common thing since 10000 charges will last quite a while
tinkers - their problem is that nothing breaks in their market... other than that after their change i like them...
what comes to religions, same old 2 faction thing red vs blue aint fun imo, you can see that in all games, thats not attractive thing, i rather keep as it is currently where peeps decide whom they fight and whom they join...
and you can't compare WoW and uo, so ''hey it works for them'' aint really a good argument
Re: With all the new to come i just had to write some ideas.
i know WoW and UO are werry far from eachother but, was a was trying to say is that if it were 2 kingdoms fighting eachother for the cities instead, and law would do like imperial have merchants it would do well.
i appreciate you wiew and i totally understand your point.
for the weapon and armors just tweak them a little to hold a little less, or maybe when allmost broken change in quality since an exeptional aint exeptional if its nearly broken, then it should be well used. in my eyes at least.
Tailor - does collet cloth on its own, but its allmost worthless since cloth items dont break, i would say that a robe weared above armor would be cut to shreds when fighting and that could bring a market to that.
for magic cloth with + skill magics and such i see it could be a pain.
and yeah actually the bowyers bows breaks more often than a blacksmiths sword, why not around the same durability?
cut the gap and meet somewhere in the middle?
as for the charges on the spellbook it was just a number, it should be tweaked to the perfect fit.
Tinkers of it breaks, the steeds does get broken if killed enough times, and then theres only kinda market for Shovels, pickaxes and bottles it seems.
thanks for your critics it opens my eyes wider and make me think a little more deep, i know i am only scratching the surface here, but i hope you get the point of what i am trying to say.
i appreciate you wiew and i totally understand your point.
for the weapon and armors just tweak them a little to hold a little less, or maybe when allmost broken change in quality since an exeptional aint exeptional if its nearly broken, then it should be well used. in my eyes at least.
Tailor - does collet cloth on its own, but its allmost worthless since cloth items dont break, i would say that a robe weared above armor would be cut to shreds when fighting and that could bring a market to that.
for magic cloth with + skill magics and such i see it could be a pain.
and yeah actually the bowyers bows breaks more often than a blacksmiths sword, why not around the same durability?
cut the gap and meet somewhere in the middle?
as for the charges on the spellbook it was just a number, it should be tweaked to the perfect fit.
Tinkers of it breaks, the steeds does get broken if killed enough times, and then theres only kinda market for Shovels, pickaxes and bottles it seems.
thanks for your critics it opens my eyes wider and make me think a little more deep, i know i am only scratching the surface here, but i hope you get the point of what i am trying to say.
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Re: With all the new to come i just had to write some ideas.
well my opinion is, and i've said this a thousand times already. items should break faster, but it also should be easier/faster to collect the items to make those items
atm you need to grind dungeons countless times with your party to get that suit
the balance point here is the hardest thing to get. and that's why in the long run pvm becomes annoying/obsolete.
you will either end with
a)got everything, no need to pvm
b)pvm is not worth it, because you're just going to have to pvm to support pvm.
no wonder ppl just rather get the outcome of countless hours of pvm in a few minutes of pvp by killing the other guy and getting fat loot
not to mention, if there's no reward in pvm when you reach the a) point, then no one will bother to pvm anymore
atm you need to grind dungeons countless times with your party to get that suit
the balance point here is the hardest thing to get. and that's why in the long run pvm becomes annoying/obsolete.
you will either end with
a)got everything, no need to pvm
b)pvm is not worth it, because you're just going to have to pvm to support pvm.
no wonder ppl just rather get the outcome of countless hours of pvm in a few minutes of pvp by killing the other guy and getting fat loot
not to mention, if there's no reward in pvm when you reach the a) point, then no one will bother to pvm anymore
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Re: With all the new to come i just had to write some ideas.
guess i'm just tired of old 2 faction thing, thats why i don't want it, what comes to merchants, pretty much glar summed it up, make them break faster, but make them easyer to get, that might fix that i think,Shani wrote:i know WoW and UO are werry far from eachother but, was a was trying to say is that if it were 2 kingdoms fighting eachother for the cities instead, and law would do like imperial have merchants it would do well.
i appreciate you wiew and i totally understand your point.
for the weapon and armors just tweak them a little to hold a little less, or maybe when allmost broken change in quality since an exeptional aint exeptional if its nearly broken, then it should be well used. in my eyes at least.
Tailor - does collet cloth on its own, but its allmost worthless since cloth items dont break, i would say that a robe weared above armor would be cut to shreds when fighting and that could bring a market to that.
for magic cloth with + skill magics and such i see it could be a pain.
and yeah actually the bowyers bows breaks more often than a blacksmiths sword, why not around the same durability?
cut the gap and meet somewhere in the middle?
as for the charges on the spellbook it was just a number, it should be tweaked to the perfect fit.
Tinkers of it breaks, the steeds does get broken if killed enough times, and then theres only kinda market for Shovels, pickaxes and bottles it seems.
thanks for your critics it opens my eyes wider and make me think a little more deep, i know i am only scratching the surface here, but i hope you get the point of what i am trying to say.
about blacksmiths and bowyers, well the thing is, compare onyx and ohii for example, how hard is it to get ohii and than onyx...
these changes are quite big, the ones you wrote i mean, and to ballance that all out, well im not sure its even possible
Re: With all the new to come i just had to write some ideas.
true about O'hii vs Onyx but as i have seen they are adding more ores, not trees *laughs* wich would be stupid in my eyes but also your right.
but to level it out even add more ores or remove some of the trees, i dont know, but it could be leveled out.
it would even give a bit sence to remove some of the O'hii's since one tree gives 70 logs or make it less i dont know.
but to level it out even add more ores or remove some of the trees, i dont know, but it could be leveled out.
it would even give a bit sence to remove some of the O'hii's since one tree gives 70 logs or make it less i dont know.
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Re: With all the new to come i just had to write some ideas.
Can't really add new trees, requires new artwork or a scripted spawn system for custom colored trees.
In my opinion, we ought to wait in terms of throwing major merchant revisions out there until the RunUO project has been live. I have an idea for scribes I won't post it yet until we get runuo up and running for awhile.
In terms of materials we need less ores definitely in my opinion and probably less hides but I am probably the minority here and by minority I mean probably the only person who plays pang who doesn't view the mass of mineable and skinnable material as necessarily a good thing.
If I were to throw a couple ideas out there however, I've got a few.
Tamer is real simple, offer abilities to pets, so each pet belongs to a family, let's pick an easy one. Let's say I am a tamer and just tamed a Bronze dragon, because it belongs to the Dragon family it can learn 1 of 3 or 4 skills for every X amount of intelligence. It of course ought to have an intelligence cap so it can't learn all four. But if I train the dragon and sell it off, if the new owner wishes to change the dragons skills around, he could bring it back to me (or any tamer with the proper skill) and I can retrain its skills. (A rough idea but something to work with.)
The cook class, easy, remove the eat or die thing, fit is just too annoying, add food that buffs (which I believe RunUO offers out of the box) and make hunger actually affect skill gains, you technically wouldn't learn very well if you were stuffed and definitely wouldn't learn much if you were famished so there is a happy middle ground in there between stuffed and famished.
What do you mean making criminals useful? Surely like in real life unless they've atoned for their transgressions they should be shunned. Assassinations are a different thing altogether and there should be a hard coded system in place for it where I can put a contract out on player X and Player Y (who is an assassin and perhaps if we wanted to do it this way is a member of the assassins guild and can pick. Up contracts from an in game bulletin board) picks up the contract, goes out does his hit and is immune from any recrimination. Again a rough idea which could be smoothed out. In terms of criminals however murderers and the ilk their life shouldn't become any easier, it ought to be a tough life, it's easy to do evil then good and with that should come consequences.
That's all for now but I have more to add to this when I get a little more time. Sorry for typos using an iPad to post as I am at work and even if I wasn't I am too lazy to fix my computer atm
In my opinion, we ought to wait in terms of throwing major merchant revisions out there until the RunUO project has been live. I have an idea for scribes I won't post it yet until we get runuo up and running for awhile.
In terms of materials we need less ores definitely in my opinion and probably less hides but I am probably the minority here and by minority I mean probably the only person who plays pang who doesn't view the mass of mineable and skinnable material as necessarily a good thing.
If I were to throw a couple ideas out there however, I've got a few.
Tamer is real simple, offer abilities to pets, so each pet belongs to a family, let's pick an easy one. Let's say I am a tamer and just tamed a Bronze dragon, because it belongs to the Dragon family it can learn 1 of 3 or 4 skills for every X amount of intelligence. It of course ought to have an intelligence cap so it can't learn all four. But if I train the dragon and sell it off, if the new owner wishes to change the dragons skills around, he could bring it back to me (or any tamer with the proper skill) and I can retrain its skills. (A rough idea but something to work with.)
The cook class, easy, remove the eat or die thing, fit is just too annoying, add food that buffs (which I believe RunUO offers out of the box) and make hunger actually affect skill gains, you technically wouldn't learn very well if you were stuffed and definitely wouldn't learn much if you were famished so there is a happy middle ground in there between stuffed and famished.
What do you mean making criminals useful? Surely like in real life unless they've atoned for their transgressions they should be shunned. Assassinations are a different thing altogether and there should be a hard coded system in place for it where I can put a contract out on player X and Player Y (who is an assassin and perhaps if we wanted to do it this way is a member of the assassins guild and can pick. Up contracts from an in game bulletin board) picks up the contract, goes out does his hit and is immune from any recrimination. Again a rough idea which could be smoothed out. In terms of criminals however murderers and the ilk their life shouldn't become any easier, it ought to be a tough life, it's easy to do evil then good and with that should come consequences.
That's all for now but I have more to add to this when I get a little more time. Sorry for typos using an iPad to post as I am at work and even if I wasn't I am too lazy to fix my computer atm
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
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Re: With all the new to come i just had to write some ideas.
Back to posting...
In terms of factions, we don't need a two faction system themed after WoW, firstly it's boring. The other reason we do not need this is because is terms of bare bones RunUO before religions even enter the picture, there is a guild system, it isn't fantastic but it could easily and should be built upon. I'd like to see guild be able to hold their own against religions, in terms of popularity and power, the problem with the current guild system on Pangaea is it has been left completely untouched whilst the religion system was firstly scripted the way it was by Sigismund and instead of trying to balance out these two systems more and more crap was piled onto the religions. Just giving guilds the ability to siege a town isn't the answer either, I think a guild perk system would be the answer, this is more inline with WoW but I think it is better to adopt something like this from WoW than the stagnant two faction system.
In terms of marketability for some items (bottles, shovels, pick axes...for instance), we have to walk a fine line, if we removed for instance tinkering from alchemists altogether them they would be forced to buy bottles from tinkers but keep in mind this would make alchemists more of a pain to train as just starting out especially for new players you don't always have connections others do. Similarly, remove tinkering from smiths and they would need to go to a tinker to buy pick axes but then you are in the same boat. Not everything ought to be profitable and not everything that is currently profitable right now ought to be, it's just basic supply and demand coupled with this being a game and we don't want merchants to be that big of a pain since they have unfortunately one aim and that is production in the sweat shops of Britain and Nujel'm.
Ultimately however, as I stated previously any major revisions ought to be saved until the RunUO project goes live, not many of us I don't think know what RunUO has already prebuilt in the system. I know a little bit cause I know it is basically a mirror image of OSI but I've never played OSI so all my info is from reading sites like UOGuide. I'm trying to hold my tongue on ideas I have because I am waiting and don't want the team to get bogged down, I only mentioned the death idea cause if adopted ought to be adopted before it goes live but that was in another thread at another time.
In terms of factions, we don't need a two faction system themed after WoW, firstly it's boring. The other reason we do not need this is because is terms of bare bones RunUO before religions even enter the picture, there is a guild system, it isn't fantastic but it could easily and should be built upon. I'd like to see guild be able to hold their own against religions, in terms of popularity and power, the problem with the current guild system on Pangaea is it has been left completely untouched whilst the religion system was firstly scripted the way it was by Sigismund and instead of trying to balance out these two systems more and more crap was piled onto the religions. Just giving guilds the ability to siege a town isn't the answer either, I think a guild perk system would be the answer, this is more inline with WoW but I think it is better to adopt something like this from WoW than the stagnant two faction system.
In terms of marketability for some items (bottles, shovels, pick axes...for instance), we have to walk a fine line, if we removed for instance tinkering from alchemists altogether them they would be forced to buy bottles from tinkers but keep in mind this would make alchemists more of a pain to train as just starting out especially for new players you don't always have connections others do. Similarly, remove tinkering from smiths and they would need to go to a tinker to buy pick axes but then you are in the same boat. Not everything ought to be profitable and not everything that is currently profitable right now ought to be, it's just basic supply and demand coupled with this being a game and we don't want merchants to be that big of a pain since they have unfortunately one aim and that is production in the sweat shops of Britain and Nujel'm.
Ultimately however, as I stated previously any major revisions ought to be saved until the RunUO project goes live, not many of us I don't think know what RunUO has already prebuilt in the system. I know a little bit cause I know it is basically a mirror image of OSI but I've never played OSI so all my info is from reading sites like UOGuide. I'm trying to hold my tongue on ideas I have because I am waiting and don't want the team to get bogged down, I only mentioned the death idea cause if adopted ought to be adopted before it goes live but that was in another thread at another time.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
Re: With all the new to come i just had to write some ideas.
wasnt really meaning new trees and ores just more of those that exist and remove others to level it out.
have read your post for the death/knockout thing it would work with that a baseclass in pvp gets knocked out so new players have a chance and those in class get killed when in pvp, but dunno what you think of that idea
have read your post for the death/knockout thing it would work with that a baseclass in pvp gets knocked out so new players have a chance and those in class get killed when in pvp, but dunno what you think of that idea
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Re: With all the new to come i just had to write some ideas.
Honestly I think it would be dandy for sure in PvM, PvP I think it could work as it leaves the player out of commission for a little bit of time. Sadly I can't hop on and test it out on the shard I saw it in terms of PvP cause as I recall the shard has PvP banned and more importantly I'm a lazyj bugger who still has a down computer.
I think some of your ideas are worth a revisit just I think any drastic new changes ought to be put on hold for a bit until the new runuo project goes live and has been for awhile so we can get bugs found and worked out, instead of adding new things as has been seen in the past whilst there are bugs or major imbalances in the old systems leads to head aches so though I am not a staff member I'd prefer to get that shit worked out before anything really dramatic is added.
Believe me I feel your pain, I've got a couple ideas I want to propose since we are starting from scratch which means there is a chance we can get things in place that otherwise wouldn't have been considered but I'm holding my tongue.
I think some of your ideas are worth a revisit just I think any drastic new changes ought to be put on hold for a bit until the new runuo project goes live and has been for awhile so we can get bugs found and worked out, instead of adding new things as has been seen in the past whilst there are bugs or major imbalances in the old systems leads to head aches so though I am not a staff member I'd prefer to get that shit worked out before anything really dramatic is added.
Believe me I feel your pain, I've got a couple ideas I want to propose since we are starting from scratch which means there is a chance we can get things in place that otherwise wouldn't have been considered but I'm holding my tongue.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman