Blockland Forums > Modification Help
The Ultimate Blockland RP - A Theoretical Discussion
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Space Guy:
A system like that will become really boring for getting started with repetitive clicking/running around at trees, then running across town for the millers, then to the bank to put your money in, then back to the forest...

Don't add hundreds of RPG-like or "realism" restrictions just because you can, the main priority should be having it fun to play.

Mr Wallet's 'Socialist Democracy' server mod, while not really an RPG in a full sense was fun and interesting because players got to communicate, try different things, share an experience when the city gained lots/lost money, etc.
rkynick:
Ideas that are built upon by the players. Let the players determine the aspects of the world and the mod simply writes the laws of the universe.

Bad:
-Player needs to build a house with a bed brick and a fireplace brick.

Good:
-Player has motivations to build a house, such as HP recovery or item storage. The items are flexible enough that they are only tools in your wardrobe rather than the object of the game.
Anti-Block:
In addition to Thoraxes idea, instead of clumsy chat commands, just use it like:
-scroll to the Backpack
-click to open up the Backpack, or keybind it to something.
-GUI opens up which displays items
-select item you want, and is then equipped in a sub-space in your inventory which is not taking up the third space, but rather being in it's own new fourth space
-for weapons, maybe a secondary weapons slot?
heedicalking:
The RP should be able to work in numerous ares of choice. For example, if you wanted to do a city RP with it, you should be able to, as well as it working with a medieval style. The RP should be able to flex, as in having a GUI to pick which items are allowed and which are not, as well as setting the default price for them. Adding features that allow the host to customize how he or she wants it run would make each RP server different.

Some may allow you to carry tons of logs in your inventory while others will try to be "realistic survival" and allow you to carry only a few.

Some may require you to pay for building while others just require you to have enough resources.

An RP(G) that allows multiple choices that shape how it is played will be better off in general, that way the host can mold these prefs to fit exactly what they were looking for instead of having "DONT SPAWN THIS OR PERMA BAN" or "NO BUILDING UNLESS I SAY" written in the welcome message.
Thorax:

--- Quote from: Space Guy on July 31, 2010, 02:48:25 AM ---A system like that will become really boring for getting started with repetitive clicking/running around at trees, then running across town for the millers, then to the bank to put your money in, then back to the forest...

Don't add hundreds of RPG-like or "realism" restrictions just because you can, the main priority should be having it fun to play.

Mr Wallet's 'Socialist Democracy' server mod, while not really an RPG in a full sense was fun and interesting because players got to communicate, try different things, share an experience when the city gained lots/lost money, etc.

--- End quote ---

You're missing the point. The tree cutting was simply an example to show you how'd the inventory system would work. I could have made it so that he was killing bots and looting their bodies, the same inventory system would be in place. (Oh, and I never mentioned what he had to do to cut down the tree, I only said that he wanted it down, so he cut it. Maybe the tree teleported him to a room with a jump challenge or something that determined if he cut it down?)

As for bots and enemies. When you, as the player, kill something in the RP, items should be dropped. This is how the drop order would work.

-Player kills a bot.
-Depending on the "class" of bot, the server determines what items it could have (A goblin shoemaker wouldn't have a masterly crafted sword, etc for other types of RPs)
-It then spawns 2 or 3 items with more valuable items being rarer to find in drops.

-Player kills enemy player.
-Server determines the value of each object they're caring.
-Enemy player is able to keep 3 or 4 random items they're caring (More valuable items will have more "weight" to them, so they will be more likely to be chosen).
-Then it will spawn 2-3 random items for the player to get (More valuable items will have less "weight" to them, so they will be more rare).
-Any extra items will be destroyed.
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