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The Ultimate Blockland RP - A Theoretical Discussion
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Treynolds416:

--- Quote from: M on July 29, 2010, 07:45:56 AM ---Actually, for this, I would let there be certain goals - randomly generated quests, such as wiping out some bandits, retrieving some lost item from them or somesuch - as well as the persistent goals such as being able to trade between settlements, there being some form of possible reward from wandering the roads and the like. Other players may tie into these quests, if say they're a bandit themselves, or they could post jobs on the job board - perhaps asking for caravan guards so they can safely travel between settlements.

--- End quote ---
Yes.


--- Quote from: M on July 29, 2010, 07:45:56 AM ---The main issue with this is population density, I think. If you have a large, flowing landscape, oftentimes there won't be anyone else in sight. While this is peaceful and somewhat surreal, towns should be bustling with life. Restricting players to smaller areas lets you know immediately who's around and what's going on, and simplifies things in that respect. If these rooms were, say, 512x512 or larger in size, and each one were a server (transporting players between each of these areas by reconnecting them to another server) that would allow for a nice hybrid system - especially if you could work out some kind of caching for datablocks to decrease loading times (and also if you ghosted the bricks to the client fully before spawning them, to prevent ghosting lag if applicable).

If the mod itself is nicely optimized, you could easily run 32 or more players on each server, giving the feel of a lively world. Of course, wilderness areas might be a considerably larger area, to give it a feeling of vastness while keeping the cities still lively.

--- End quote ---
Perhaps bots or AI's to run the shops or walk around the town, like other gaming RP's from different games. There will be only one or two players in the town at a time, but they don't have to interact with each other because they can get everything they need from the bots. I guess you could simplify the RP using the rooms, and it would be a better solution than the smaller rooms in use now, but I don't think that I would use this method, just because I'm opinionated. The separate server idea is interesting. I don't think that I comprehend it fully, so I won't comment on it past this sentence.
M:

--- Quote from: Treynolds416 on July 29, 2010, 07:55:51 AM ---Perhaps bots or AI's to run the shops or walk around the town, like other gaming RP's from different games. There will be only one or two players in the town at a time, but they don't have to interact with each other because they can get everything they need from the bots. I guess you could simplify the RP using the rooms, and it would be a better solution than the smaller rooms in use now, but I don't think that I would use this method, just because I'm opinionated. The separate server idea is interesting. I don't think that I comprehend it fully, so I won't comment on it past this sentence.

--- End quote ---
There would of course be a number of bots running stores, inns, some giving out quests ("OH DEAR MY BEAUTIFUL DAUGHTER HAS BEEN KIDNAPPED. LOL" - I would have this actually be the quest text if I had a quest fitting this archetype.) and others who would simply stand around and serve very little purpose, but I would like it if there was always a fair few players around at any given time to encourage actual player interaction. You're not forced to act like the NPCs but you are a part of their world.

Also rather than "click the bot, have it message your chat" bots would use the same chat system as players, and even respond to such, perhaps even from other bots - this could spawn hilarity if the local bum accidentally talks to the prostitute on his street corner, or if a wandering citizen accidentally says a keyword that triggers a shopkeeper, causing the shopkeep to accuse him of stealing and calling the city guards who then proceed to slaughter this innocent, moronic AI - so hanging around towns MAY WELL BE ENTERTAINING. Who would've guessed. Maybe NPCs could actually talk to each other, so instead of having to rumormonger town yourself for interesting tidbits, the bots themselves might do it and you can just eavesdrop. Of course looking directly at someone within talking range when you speak would indicate that the message is directed at them ("eye contact"), which would modify the chat to be more like 'Clockturn whispers to Treynolds, "I'm going to rape you..."' to indicate that they're speaking to that person. This particular function is void for bots, instead it will indicate this if they're responding to someone elses speech. Maybe bots would only respond to this form of communication.

Rant rant rant.
canto xe:
I Like mostly quest you give to people like "Bring me that and ill pay you *amount*" Quests wich doesnt exist wich YOU Make
M:

--- Quote from: canto xe on July 29, 2010, 08:27:35 AM ---I Like mostly quest you give to people like "Bring me that and ill pay you *amount*" Quests wich doesnt exist wich YOU Make

--- End quote ---
Player economy comes in on this count. You might want to get some swords to sell in another town, but you can't take on the bandits who have them, so you might offer say 100SP per sword players bring you. Once you have a heap of them you go to the other town, travelling as quickly as you can to avoid getting mugged, and resell them on for 120SP to that town, who might not have such good prices for swords at their smithy so there's more demand there. If you have a high barter skill you could potentially buy them off players for a few silver more than they could sell them to an NPC for, then sell them to that same NPC for a few coins more than you paid; this margin would be small (maybe a maximum of like 10-12 coins between someone with no skill and someone who is a master barterer) but still enough to turn a profit for a magical entrepreneur.

Oh also dynamic economy. You sell a lot of swords in town A, they'll get cheaper to buy and sell for less. You buy a lot of swords from town B, they'll become more expensive to buy and sell for more. If lots of people are buying an item, demand is high, so the price it calls for is higher. Being aware of what's being bought where could give you opportunity to also turn a profit.

Yes, I'd like it if it was very trading-centric. C:
Obibital:

--- Quote from: M on July 29, 2010, 08:20:40 AM ---There would of course be a number of bots running stores, inns, some giving out quests ("OH DEAR MY BEAUTIFUL DAUGHTER HAS BEEN KIDNAPPED. LOL" - I would have this actually be the quest text if I had a quest fitting this archetype.) and others who would simply stand around and serve very little purpose, but I would like it if there was always a fair few players around at any given time to encourage actual player interaction. You're not forced to act like the NPCs but you are a part of their world.

Also rather than "click the bot, have it message your chat" bots would use the same chat system as players, and even respond to such, perhaps even from other bots - this could spawn hilarity if the local bum accidentally talks to the prostitute on his street corner, or if a wandering citizen accidentally says a keyword that triggers a shopkeeper, causing the shopkeep to accuse him of stealing and calling the city guards who then proceed to slaughter this innocent, moronic AI - so hanging around towns MAY WELL BE ENTERTAINING. Who would've guessed. Maybe NPCs could actually talk to each other, so instead of having to rumormonger town yourself for interesting tidbits, the bots themselves might do it and you can just eavesdrop. Of course looking directly at someone within talking range when you speak would indicate that the message is directed at them ("eye contact"), which would modify the chat to be more like 'Clockturn whispers to Treynolds, "I'm going to rape you..."' to indicate that they're speaking to that person. This particular function is void for bots, instead it will indicate this if they're responding to someone elses speech. Maybe bots would only respond to this form of communication.

Rant rant rant.

--- End quote ---

Sounds very similar to something im working on, but since its mostly an event driven RPG im doing the best i can.

Currently ive hit a few bulleye's on your list there...

- The current city is bursting with life, its nice and full on the side we have done, theres no open areas of nothing.

- The bots wander the city, theres no "quest board", you can talk to bots and get into a conversation.

- The bots have personalities, its not some blank text, im trying to make them memorable.

- Bots have unique names,  more or less fitting the "Oblivion Name style"

- There are guards, and they will chase you down if you break the law, or just kill you and be done with it.

ps. Hope no one thinks im just advertising :p , i just wanted to let people know that im trying to accomplish some things that are lacking in other RPG's
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