Author Topic: SPO's Destiny RPG Server [Heavily WIP, Complete Overhaul]  (Read 9557 times)


About
Destiny RPG is a mod that was created by Zack0Wack0, Clockturn, LoserHero, and Chrono in 2008 and pursued development to 2011/2010. Destiny/Zack0Wack0 then quit blockland and some bugged version of the mod got sent around Blockland. I am hosting a version of the mod that is bug free, and compatible with v21. With a hand made map, exploration is not absent like the old days of DRPG.

DRPG is all about gathering resources and leveling skills to become the most powerful in the game. This mod vaguely resembles grind+click RPGs like Runescape. There are 10 skills that are shown in a custom GUI made by z0w0. Crafting and grinding is not the only thing in this RPG, though. Nations are a large part of it, too. Nations are groups of people that you can join that have a leader picked by the host. In nations you can: declare wars on other nations, donate to the nation, make friends, and get special perks.

This version of the RPG is undergoing major overhaul. There are new sword, pickaxe, and axe models. The GUI is being completely redone (see concept images in gallery below) A large custom map is being made with modTer, and all the nation's towns and cities are being hand built. This version also contains a custom made potion/alchemy system, and quest system for custom dungeons. Much more equipment will be added, like spears, shields and more types or armor.

This server is not hosting yet, so do not get your hopes up yet. Hosting time is not yet estimated.




More Information
To play on this server, you need a GUI. You can download the GUI here:

https://www.dropbox.com/s/wi3n473pdx2ggpw/Client_DRPG.zip?dl=1

This mod faces many tasks to be run and is private, do not ask for it! I am not a believer in keeping mods private but this is definitely one that needs to be kept private. Many of the commands for hosting must be executed through console. I do NOT want this turning into City RPG.



Nations

Derma
Leader - Pass

Vanote
Leader - Undecided

Elrad
Leader - Doomonkey

Oloni
Leader - Undecided



Commands

/checknation - shows nation stats
/donate - donates an amount of plastic to your nation
/give ## plastic - gives plastic to closest player




Gallery

New Models




List of planned changes:
Code: [Select]
Revamp Nation System
Leaders
Electing
Impeaching
New Roles
Lord
Can be appointed by leader
Can build from Nation's wealth pool
Lords get reset each time there's a new leader

Guild System
"Gangs" kind of.
Player made
No claimed land
Can be in a guild and nation at same time
        Functions similar to Nations but no perks, taxes, or lords.

Revamp Weapons System
Shields can be equipped to left hand.
Lowers incoming damage
Different types of weapons do different types of damage
Shortswords do more impact damage but cause less bleeding over time
Spears do less impact damage but cause lots of bleeding over time

Dynamic Quests
Quest marker (yellow arrow)
Lots of quest events
Make sure they work even when the host is not there

Chests
Store items
Key system
Allow the player to give other players keys to their chests
Metaphorical keys, not actual key items.

Ways to retain players
Wars
Players can plunder chests during war
A player can plunder the chest of players that are in nations that they are at war with
Can receive a random amount of plastic or chose one item from the chest
Minigames
Gladiator battles, puzzles, and other stuff that we will come up with later

Shops
They have a stock
Some items will have a base stock that it replenishes up to over time
Example: The shop will have 200 wheat seeds in stock. A player buys 200. Every 5 seconds, 1 wheat seed it added back into the store's stock until it reaches 200, then stops.
An item's max store stock will be a number value in the store event, as well as the interval to add 1 item back in.
Player run shops
Players can click on other players to request a trade with them.
Trading is exactly like Runescape's trading



« Last Edit: July 27, 2014, 07:14:45 PM by Passta Soup »




I gutted the nation system in my version. Now you can add a new nation with one line, like so:
drpgRegisterNation("Derma", "\c1", "0 0 1", "0.05", "", 2000, 1);

I also added some cool stuff in my version and polished the GUI a tiny bit, your GUI looks way better than mine though.

Just some tips:
=Less dependency on host/admins. Once the server is up, running, and set up, the only thing an admin or host should have to do is moderate.
-This means the host shouldn't set up leaders. This should be an acquirable status.
=Add end-game content.
-This is the major reason why any DRPG server dies or resets. There's nothing to do when you max out.
=Make the journey worth it, even.
-No Blockland player wants to mindlessly grind for 5 days just to reach your end-game content. They want to have fun the entire time they play. I'm not saying make the grinding easier, just make it more fun. Add some features the players unlock along the way, or something. This is the reason 80% of the players leave before making it to iron even.
=Add some diversity other than tiers.
-You have 7 swords. They have no difference other than the amount of damage they deal.
-This is boring as forget. I'm not saying "make bronze do something iron doesn't", but at least add different categories of weapons. So you could have like, a Bronze Spear and a Bronze Shortsword. Both of these would be weaker than iron weapons, but they would be different from other bronze weapons.
=For the love of god rename things.
-Like, are you seriously still going to have the same four nations and still have Destself-insertinite and moonwell?

Just some tips:
=Less dependency on host/admins. Once the server is up, running, and set up, the only thing an admin or host should have to do is moderate.
-This means the host shouldn't set up leaders. This should be an acquirable status.
=Add end-game content.
-This is the major reason why any DRPG server dies or resets. There's nothing to do when you max out.
=Make the journey worth it, even.
-No Blockland player wants to mindlessly grind for 5 days just to reach your end-game content. They want to have fun the entire time they play. I'm not saying make the grinding easier, just make it more fun. Add some features the players unlock along the way, or something. This is the reason 80% of the players leave before making it to iron even.
=Add some diversity other than tiers.
-You have 7 swords. They have no difference other than the amount of damage they deal.
-This is boring as forget. I'm not saying "make bronze do something iron doesn't", but at least add different categories of weapons. So you could have like, a Bronze Spear and a Bronze Shortsword. Both of these would be weaker than iron weapons, but they would be different from other bronze weapons.
Another thing to add to this is to not grant yourself or other people in your nation free stuff just to give that nation an upper advantage just because you're the host or an SA. This has occured in the past DRPGs I've joined, both yours and others. 9 times out of 10 it will kill the server and people will be less inclined to join to get stepped on.

Also, maybe add some organization to wars/alliances between nations instead of just faking it by role-playing.

Just some tips:
=Less dependency on host/admins. Once the server is up, running, and set up, the only thing an admin or host should have to do is moderate.
-This means the host shouldn't set up leaders. This should be an acquirable status.
=Add end-game content.
-This is the major reason why any DRPG server dies or resets. There's nothing to do when you max out.
=Make the journey worth it, even.
-No Blockland player wants to mindlessly grind for 5 days just to reach your end-game content. They want to have fun the entire time they play. I'm not saying make the grinding easier, just make it more fun. Add some features the players unlock along the way, or something. This is the reason 80% of the players leave before making it to iron even.
=Add some diversity other than tiers.
-You have 7 swords. They have no difference other than the amount of damage they deal.
-This is boring as forget. I'm not saying "make bronze do something iron doesn't", but at least add different categories of weapons. So you could have like, a Bronze Spear and a Bronze Shortsword. Both of these would be weaker than iron weapons, but they would be different from other bronze weapons.
=For the love of god rename things.
-Like, are you seriously still going to have the same four nations and still have Destself-insertinite and moonwell?
Different kinds of weapons are definitely a feature I'm planning to add. I'm going to get with wrapperup on seeing about adding much more diversity in planning what kind of warrior you will be.
Shields, Spears, great axes, and other weapons are all planned for this time around in development.

Re-Naming things is not a plan for me. I'm keeping original DRPG content to make it still feel like DRPG. I am not planning on making a new RPG, but expanding a current one greatly.

Leaders are going to be chosen based on the skill of the player. A minimum of level 50 will be required to put yourself in the poll for a leader, and leader choosing will happen on the forums based on polls in the topic. However, Herecy is getting a nation to chose as he has basically built the entire map. (this is only fair)

I gutted the nation system in my version. Now you can add a new nation with one line, like so:
drpgRegisterNation("Derma", "\c1", "0 0 1", "0.05", "", 2000, 1);

I also added some cool stuff in my version and polished the GUI a tiny bit, your GUI looks way better than mine though.
More nations are not a feature I'm planning. Since no terrain, it means not as free custom building. Nations will have to be prebuilt. The only situation I'd be planning to add more nations would be if I gave a player permission to build his/her own town and they got enough people to complain to me about making it a nation.
« Last Edit: June 17, 2014, 02:17:05 PM by Passta Soup »


and they got enough people to complain to me about making it a nation.
but you're back to the same host/admin-controlled server, instead of script-controlled.

why not just make an entire huge map out of mod-terrain and let people build on that, within the zones given of their nations

Another thing to add to this is to not grant yourself or other people in your nation free stuff just to give that nation an upper advantage just because you're the host or an SA. This has occured in the past DRPGs I've joined, both yours and others. 9 times out of 10 it will kill the server and people will be less inclined to join to get stepped on.

Also, maybe add some organization to wars/alliances between nations instead of just faking it by role-playing.
Any sorts of advantages you would have witnessed would have been through un-moderated admin abuse, or development of the mod. I will keep a tighter stitch on admins, but my item adding and plastic adding habits are only out of testing the development of the mod. I do not use this to give the upperhand to any players or nations, however, so it should not be an issue.

but you're back to the same host/admin-controlled server, instead of script-controlled.

why not just make an entire huge map out of mod-terrain and let people build on that, within the zones given of their nations
Dependency on admins/host is something that is not going to change in DRPG. It was designed to be controlled by a host. If it weren't, things would get complex.

Dependency on admins/host is something that is not going to change in DRPG. It was designed to be controlled by a host. If it weren't, things would get complex.
Not really. Never had I seen an MMO where an admin had to swoop in and delegate an alliance leader.

Not really. Never had I seen an MMO where an admin had to swoop in and delegate an alliance leader.
This isn't an MMO?

This isn't an MMO?
It's what it most resembles. And I don't recall seeing any other genre having preset groups.

It's what it most resembles. And I don't recall seeing any other genre having preset groups.
The aspects that are host depended won't be changing. Not much of it is host depended, anyway.
All the host has to do is get leaders set and set up shops. Smooth sailing from there.