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Old 02-14-2007, 11:07 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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Having the possibility of all effects run by a 'Rules' type system we have here would be nice, but might be extremely hard to code in without alot of excess processing.

I, myself, have always wanted the ability to turn on AA advancement from level 1. That way if your friends start to level behind you, you dont have to stop playing/ turn off exp (allowable on some servers)/ etc. This would allow exp gain of some sort, even if it wouldnt be much. (Imagine trying to get run1 at level 1 exp gains when the exp check is for level 50, but still.. the option would be there)

Perhaps a way to limit aa paths. (ie: lock this path if you have chosen this other one). This could provide the players with a way to diversify classes (read as: create subclasses based on new aa abilities agined at level xx), while still keeping the core classes available to the majority of the community without having to code new classes themselves.

Of course, we would have the ability to modify the aa gained also, so perhaps it would be viable to set some aa's to be used at earlier levels then. Perhaps a level 20 set, a level 40 set, etc. I have always favored the ability to diversify PC abilities as well as provide more flavor.

I am not sure how hard on the system the rules system is as far as the processing it needs to read sets of them, but if that was possible then I would really like to see that type of setup. Where any condition can be changed by the Admins. Even better would be the option to allow such changes to only take effect in 'designated' locations. Not just zones, but perhaps areas within zones. (IE: you can fight here, but NOT at the bank. You can bind here, but NOT deeper in the zone.)

Perhaps a way to share exp gained across a group of people (so the people who play less still gain just as much as the ones who play more) (IE: 2 players are 'tagged' together: player 1 kills a mob and would get 100xp. That player now gets 50xp, and the other player he is 'tagged' with gains 50xp also.) Ok, that one was stolen blatently from SoD, but only because I really like the intent of the system.

As I have stated many times, I don't really know much about the Coding part of the Emu. And atm, I really am not contributing much to the emu itself due to some outside commitments I am in need of focusing upon. But I do like the work you have done so far with this. It has all looked great and any ability to do what we like to do without the use of the current client would be a godsend. This would also enable us to create login servers for the communities, althought I see that really as a bad thing overall since it would seperate the community apart instead of it being a cohesive unit like now.
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