Poll

Should I consider secondary developers?

No, retain the purity. One man, one mod, ein reich!
Yes.

Author Topic: CityRPG  (Read 124260 times)

Of course. It's not bullet proof it just adds a level of inconvenience. Just because they can forget things up to make it work for them doesn't mean I have to make it easy.

So I was reading up on the last few pages of the topic and read about the deal with the mayor's bricks and city bricks and stuff. Perhaps a "City Engineer" job, access to it requires a "permit" granted by an admin/mayor. So even if you have the "permit" for it you would still have to earn the job through whatever experience/educational/etc system you have.

What's the ideal player cap for the CityRPG server?

Because I anticipate that this will be a huge hit.

What's the ideal player cap for the CityRPG server?

Because I anticipate that this will be a huge hit.
99/99, at minimum
JK, it's going to be like a 64 or a 32, he may want it to be a smaller server, being a 24, but most likely 32 or 64.

It will probably depend on server's stability. Naturally we'd like more, because the more the merrier, but there would be nothing more frustrating than a great server going laggy as stuff.

Knil will be able to support a minimum of 32 players. We'll see how that goes.

It will probably depend on server's stability. Naturally we'd like more, because the more the merrier, but there would be nothing more frustrating than a great server going laggy as stuff.
Stability is a huge concern. There's so much new stuff not yet live tested it might all crumble to stuff.

Stability is a huge concern. There's so much new stuff not yet live tested it might all crumble to stuff.
Host a beta right now :)

If we're doing a basic city layout, then I'm going to make it as lovey as I can. mmhmm here we go

don't do anything aside from the buildings. infustructure will be boring.

don't do anything aside from the buildings. infustructure will be boring.
boo. I planted trees outside of the town hall, and placed a couple of streetlights just to get the place started. Other than that, pretty boring right now.

Will betatesting be more geared to creating new content for the game, fixing bugs in the mod itself, or generating pricetags for all the different items in the game?


Will betatesting be more geared to creating new content for the game, fixing bugs in the mod itself, or generating pricetags for all the different items in the game?
There will be no further beta testing. The only thing left to do now is to refine the product and have it be more balanced. The best way to do this in a small niche community like Blockland is to throw it to the dogs.

There will be no further beta testing. The only thing left to do now is to refine the product and have it be more balanced. The best way to do this in a small niche community like Blockland is to throw it to the dogs.
What method do you have in mind to generate prices for everything purchasable in-game?

I set the prices of items. Guns cost in the thousands.

I set the prices of items. Guns cost in the thousands.
Yeah, but you have to at least test this kind of thing to make sure the prices are appropriate.

Unless the monetary system is based completely off of prices in the US, just putting, "something in the thousands" doesn't guarantee that it won't be easy to get.

Then again, I haven't played the game yet so I can't really disparage any of the prices you set. However, I highly recommend you make setting prices a priority because that's what breaks a lot of these kind of, "City" simulators.