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The Ultimate Blockland RP - A Theoretical Discussion
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Doomonkey:

--- Quote from: Niliscro on August 09, 2010, 10:11:58 AM ---Also, I had another idea.  Honestly, not that many big-title RPGs such as TES, etc, have a forging feature, so why not just make things like smelting and forging minigames to earn gold, and then you buy the weapon?  Fable II does something similar.

--- End quote ---
How would your towns progress in technology if they could not make weapons to hunt with. It would be pretty ridiculous to have a shop set up before they even become hunters.

No forging removes part of the player interaction. Rather than miners, forgers, and merchants working together, there are no forgers and the other two groups work alone.
Niliscro:

--- Quote from: Doomonkey on August 09, 2010, 11:22:10 AM ---How would your towns progress in technology if they could not make weapons to hunt with. It would be pretty ridiculous to have a shop set up before they even become hunters.

No forging removes part of the player interaction. Rather than miners, forgers, and merchants working together, there are no forgers and the other two groups work alone.

--- End quote ---
The problem is making a unique and efficient way of forging things.  Just pressing a button when you have the required resources won't cut it, and minigames for forging, like the one I was discussing, would work but just put more emphasis on resource grinding when someone fails to forge a weapon and needs to get the resources all over again.
rkynick:

--- Quote from: shafin25 on August 09, 2010, 10:05:43 AM ---No one will release it of course, due to the risk of server spam and such.
For Forging weapons, I suggest that some kinda minigame happens in which you must smash the sword with a hammer on an anvil at points in which the sword will slowly turn to grey or whatever color. But you must do it as fast as possible due to it heating up again.

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From what I can tell, server spam doesn't happen anymore because 90% of the people hosting are too busy cheating in DMs to check the add-ons board.
Niliscro:
I've devised a simple fishing system that isn't complete grinding.  What I did was make a small 16x16 pond.  In this pond, there is a grid of 4x4 plates.  Each plate randomly sets a FXswirl droplet emitter, and enables raycasting and a certain event.  Thus, when a player sees a fish "surface", he must spear it within 250ms.  It's not extremely challenging, but it's more fun than circling the same pond for 6 hours catching fish as they respawn.  I used a modified LEGOKnights spear that must be charged completely.  IT makes an interesting challenge.

Each fish you catch gives you 1 fish, and .1 FishSkill.  Skill isn't used for anything other than a statistic so you can measure what you do most often.  I might make so some ponds are harder and give you higher skill per fish caught, and/or more fish per fish caught.

I have a server up where I'm running some ideas through, the password is asswor if you're interested.
Doomonkey:

--- Quote from: Niliscro on August 09, 2010, 11:41:54 AM ---The problem is making a unique and efficient way of forging things.  Just pressing a button when you have the required resources won't cut it, and minigames for forging, like the one I was discussing, would work but just put more emphasis on resource grinding when someone fails to forge a weapon and needs to get the resources all over again.

--- End quote ---
Why should you lose resources because you suck at forging? The item you built would just suck. All you'd have to do was melt it down and try again.
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