Most Wanted
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Revision as of 07:59, 17 August 2010 (edit) Oboklob (Talk | contribs) (Want an economy!) ← Previous diff |
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At the moment so much stuff has so little value. The only value of a rare item is the grind taken to randomly find it. | At the moment so much stuff has so little value. The only value of a rare item is the grind taken to randomly find it. | ||
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+ | ==== Gradius ==== | ||
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+ | I was searching for a creature over a wide area and I thought it would be nice if I could fly up and see several rooms at once. | ||
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+ | For instance flying up once could show the creatures and items in five adjacent rooms, flying up twice could show the possibly just the creatures of ten adjacent rooms and so on. Maybe at a height of 3 or 4 visibility would be too low to see anything. There could be an accompanying sight ability that enables a player to see more things at farther distances. |
Revision as of 23:41, 21 August 2010
This page isn't a list of bugs, problems and other things. It's your Most Wanted thing on the game. The rules are anyone can only have one item on the list a time. It can be a guild, an artifact, an area, a race, it can be as crazy as you want it to be and you can go into as much detail as you want. Obviously as this is a player started page (though Developers can add too!) the Developers in no way have to take up any of your ideas. Don't phone, it's just for fun.
Contents |
Gavadel son of Ganalon
I'll get the ball rolling since I started it AMBER!
Psistorm
The trump deck from Amber, with the NPC's to support it...especially if it means Merlin can return to Camelot and raise a strong pimp hand on Dara.
Ketsum
I'm kinda looking forward to non guild/assoc crafting... think it would be great. Fairly sure it's one of the MANY things Chaos is working on.
Remove alignment... replace with culture based reputation maybe... (don't know what but alignment seems D&Dish to me)
I was down in those hobgoblin caves under the desert and it could do with a little fleshing out... there are shops and stuff that don't seem finished... no sign to look at and no list at all... i don't see why you couldn't chuck a little goblin/orc/ogre race grouping type assoc down there (they even have a recruitment room already) to help defend it or what not... I'm not talking power gamer uber BS but something in theme to give it a reason for being other then you go there to hunt and get some odd items...
Twilight
I want gradual movement of a mud towards a task-based system generally, and specifically a system in which one can affect the world in richer ways, other than murder, in accordance to our fantasy setting.
- Non-resetting, dynamic settlements:
- Make settlements (towns, castles, etc.) dynamic, non H&S oriented, and non-resetting
- Ability to start a settlement
- Adventure for a settlement to strengthen it
- Attack a settlement to weaken or permanently destroy it
- Stay in a settlement for a prolonged time to do either of these things internally
- Game benefits/penalties doled out according to town-specific reputations
- Economy
- Model trade routes and trade treaties
- Make relative economic power tremendously more important
- Real dungeons
- Dynamic, and potentially resetting
- Move most H&S content to these
- Making traveling a problem to be solved. This is a requirement for any long-term improvement of the mud along the above lines
- A removal/dramatic difficulty increase of most/all teleportation abilities
- Make traveling across the map specifically, and ambulation generally, much more time-consuming and affected by more factors
Dyne
Madam Myrtis, her establishment fully updated with modern code and racial distinction and interaction via MUD mechanics.
Zellius
I second Twilight's non-resetting, dynamic settlements!
Zia
A way to show which specialties are gained by what guilds and/or assocations the character is in.
Lysator
- A player base extensive enough that the wiki gets updated dozens of times a day, it is a rarity to be the only one on your guild channel, and we have active voting on the 'Vote for us' section over on the left hand side of the wiki page. It would also be nice if the only reason why there would be more devs than players is due to incarnation locks for maintenance reasons.
- A dedicated, productive developer base that is capable of adding in new content on a monthly basis (e.g. new areas, new association, new guild, new faculty, major update of an old area, revamp of a guild, etc... basically something that will take at least a few days for the players to figure it out or explore it fully), even if the only new content added is a tiny village that is full of flavour and serves to fill in a small portion of the huge, empty maps we have.
- Corporate sponsorship for the mud so that we can hire Chaos as a full-time developer, hire him a few assistants, and get all the upgrades in hardware that we need.
- More background support.
- A worldwide economy and localized economies
- A worldwide weather system
- conditional responses from guardians
- Variable levels of lockpicking,
- applicable stealth/hiding/camouflage
- better handling of invisibility
- store inventories that can be looted if the storekeep isn't there
- picking pockets
- centralized support most of the functions needed for any form of player crafting
- effects of stance on combat (part of this is covered by combat mode, but I was thinking of something like if you were sprawled out on the floor, or trying to fight while sitting down, or some of the eastern martial arts stances named after animals)
- development of pets from young animals into adults (something I was initially working on years ago, but it would have been hard coded into each instance of the animal rather than actual support code, which is kinda contrary to what the aim of the project was)
- animal instinctive behavior and bearing (so I can just set a wolverine to Bearing_Belligerent and that handles a lot of his behavior, what he will attack, and how he will attack/defend),
- variable levels of undeath
- binding demons
- effects of fear/emotions
- active defenses (like blinking, phasing out),
- tracking by sense of smell, leaving behind footprints,
- better use of alternate senses, like heat vision, UV light vision, heat-sensory pits, echolocation
- centralized traps support
- updates to all of the older, crappy areas to bring them reasonably up to standards and give players a reason to visit
- trade routes, caravans, and shipping lanes
- a use for the oceans, other than to make things seem really far apart
- improving and centralizing weather functions to make use of the new 3d content
- removing a lot of the compat, and streamlining the code to reduce the current lag load (if only so I can add in the rest of the continents)
- the rest of the world released for exploration
- player-managed keeps with variable designs based upon how the keep is maintained and supplied.
- the Underdark expanded to its full potential
- the ocean realms more fully developed, especially underwater life
- the sky realm more fully developed, with OZM stepping into complete supremacy in the skies
- an end to 'the best weapon', 'the best armour', or 'the best kitted setup'.
- a player base that manages itself. If a dev tells you to behave yourself better, it's because he is oppressing you--if other players tell you to behave yourself better, it's because you are actually being a <insert choice expletive>.
- more of a turn towards donating for atmosphere than raw power
- smaller villages, towns and cities to fill in a lot of the world map
- establishing kingdoms and country boundaries, aside from the changes in map coords
- a shift away from the stock imagination of commercial games and towards our own cosmologies and canon (particularly concepts like gnomes are better at steampunk creations, because that's the most popular image, with no supporting concept as to why gnomes would even develop or use steampunk to begin with)
- alternatives to xp grinding
Rakul
- The completion of Death's Gate to include access to Lysator's planes/worlds.
- The creation of actual content that uses 3-d mapping. Let's see more windships and Cloud Cities.
- Above all, ways to gain XP (as a proxy for acheivements) so that you can level without grinding the hack. Dynamic quests, experience for successful spellcasts, experience for RP interactions, a lot more.
Arafelis
- A metric for tracking deeds, reputation, and ethics (in the sense of ethical priorities of the character, like healing others or stealing from the foolish).
- Full character customization during creation. Are you a manic-depressive lothar who's missing an eye? How about a quessae who's devoted hirself to the study of Evocation?
- A much larger world.
- The geosystem (solar system, except it's not solar-centric) of Gaia.
- The ability to develop innate magickal power such that you can toy with magick on a fundamental level.
- Vampires or other supernatural creatures with powers roughly at the level of flexibility of Hellsing; "You've only lost two legs, and you haven't revealed any of your other forms!"
- dittos on most of Lysator and Twilight's lists regarding dynamic content and fundamental environmental support.
- More skill and more time.
Crystalline
- Doppel revisited!
Carcin
An appropriately leveled introductory guide to adventuring in Lost Souls. Everything a starting adventurer needs to know about making their Incarnos work
An expansion of lower level content across the MUD. Rats in the Devonshire sewers, quests that can be done at level 3 or 4 in most towns, etc.
Morgana
This is something that has been nagging me for ages. A major update to the economy. Currently a newbie can grab piles of cash and artifacts at LL and Disco, there is no reason why older chars should not gift such things, but mainly it happens because there is a limit on player wealth and so it overflows all over the place.
The only way to properly value items is by creating a real economy where things can be sold to players by players. Either items are automatically valued based on rarity and material/bonuses (as currently but with perhaps a much wider scale) or there is some sort of auctioning system between players.
The wealth limit on players should be removed, allowing high level players to amass great fortunes. Why should everything be limited, from the money you get from selling to what you can keep? An economy could open a whole new facet to the game not based on XP and killing. This may well fit with Twilight's plans for a less kill-grind based mud.
I won't claim this change is a simple one. Creating a balanced economy will be difficult, and involve ensuring there are enough drains on it for example making some high level prestige actions extremely expensive like changing race etc.
At the moment so much stuff has so little value. The only value of a rare item is the grind taken to randomly find it.
Gradius
I was searching for a creature over a wide area and I thought it would be nice if I could fly up and see several rooms at once.
For instance flying up once could show the creatures and items in five adjacent rooms, flying up twice could show the possibly just the creatures of ten adjacent rooms and so on. Maybe at a height of 3 or 4 visibility would be too low to see anything. There could be an accompanying sight ability that enables a player to see more things at farther distances.