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Ideas
by Destruction
Author 
Destruction

Profession: Master Sorcerer
Level: 1550

Posts: 90
Ideas
Create an in game mechanic that uses gold?

I'm sure my case is the extreme but many people are sitting on large sums of gold that we haven't got any use for atm.


I will list a few ideas...
1) As stated before, payable boss spawns.
2) Food seller(Selling the special food after completion of quest line.)
3) Either an NPC or direct trade with Zeal for magic or skill increases.
4) A way to pay gold to bypass certain quest locked areas(such as POI, INQ, WOTE ect)
5) A shop that sells rare items for millions(For those of us that have saved more than enough gold and are tired of looking for a custom after 5 months of hunting)
6) Enchanting system that increases item stats but costs gold to buy it. Perhaps even have a few levels... Like +1-+5 so you can enchant an item to a max of 5 but it costs progressively more.
For example:
You see a furious frock (Arm:12(+2), magic level +2(+1), protection energy +5%(+3%)).
It can only be wielded properly by sorcerers and druids of level 130 or higher. This item has been enchanted 1 time(s).
It weighs 34.00 oz.

Anyway I hope that some of these ideas are acceptable.

Destro
16.09.17 07:11:40
Edited by Destruction
on 16.09.17 07:12:27
Zeal

Profession: Knight
Level: 71157

Posts: 169
Spawning a raid for money was something I had planned and started (was part of the original functionality I had planned for Clavical) but I recall running into issues doing it via lua. Will put some time to look into it again soon, because it's something I really wanted to do.

Paying gold to bypass certain quests (specifically, I was considering allowing this for quests that require more than one player) are another thing I considered but I have to be really careful about that because forgetting to set even a single quest flag could get a player trapped potentially.

Enchantment system would be cool but I'm 99% sure it would require a source edit which would sink more of my time than I can probably spare at the moment.

Not a fan of a "rare item shop". I really wanted to make sure that unobtainable items were obtainable but still extremely rare and special. I feel that even if I set the prices extremely high it would devalue players who grinded for them. I may consider letting players buy the special foods though... after I get them working, of course. As you know, only the blessed steak works right now iirc.
16.09.17 13:24:55
Edited by Zeal
on 16.09.17 13:27:09
Destruction

Profession: Master Sorcerer
Level: 1550

Posts: 90
Enchanting
Alternatively you could just create multiple versions of certain items such as Furious Frock, Furious Frock +1, Furious Frock +2 with the same sprite... ect Make a similar system to the Umbral creation which requires the item + currency to upgrade.
Crude Umbral Axe + 75 Clusters = Umbral Axe
Furious Frock + 1kk = Furious Frock +1

Since this will take a little time I suggest only implementing it for a select few items for each class.
Maybe adding a few more to the list every now and again when time presents itself.

I think the list below is a good place to start.
Furious Frock/Royal Scale Robe
All end game weapons. (Master Umbrals, Rods/wands, Ephiany, Solar axe ect)

Anyway I hope that this suggestion is alright.
16.09.17 14:18:12
Edited by Destruction
on 16.09.17 14:18:30
Somats

Profession: Royal Paladin
Level: 333
Pitcher of Tibian Titans Baseball Club

Posts: 5
Lizard city!
I am willing to pay gold every single time I enter it if there is a way to open lizard city up for me to hunt without doing the quest! I have always just enjoyed it there! Don't you judge me!
16.09.17 16:27:56
Zeal

Profession: Knight
Level: 71157

Posts: 169
Can't add multiple versions of the same item without a client edit. This is because object ID is tied to the client sprite list.

This is the problem with adding custom items as well: I can only add items based on unused sprites. This is why many OTs have custom clients. Technically Zeal Online does as well, but it isn't required and only a convenience thing.
19.09.17 10:41:12
Edited by Zeal
on 19.09.17 10:43:14
Destruction

Profession: Master Sorcerer
Level: 1550

Posts: 90
I'm not sure how things work on the newer servers but I remember a long time ago when I had my own server I was able to use an item maker or even make a custom item using the same sprites by making my own ID's that weren't already in use. If my memory serves me it sort of worked in the same way to making custom monsters.

Anyway IDK how the newer ones work so if you say so I'll take your word for it.
19.09.17 12:36:43
Edited by Destruction
on 19.09.17 12:37:26
Zeal

Profession: Knight
Level: 71157

Posts: 169
Your memory may be a bit foggy - The object builder you speak of edits the client's object data. So anyone who doesn't have that data wouldn't be able to see the item (in fact, their client would probably crash). So to do that I would need to do a custom client.

Item data is (annoyingly) stored partially client side. The item's sprite & certain data flags exist on the client and can't be changed server-side without changing the client as well (well it could but anyone not having the expected item data it would not function for).
19.09.17 19:03:17
Edited by Zeal
on 19.09.17 19:04:42
Skittle

Profession: Master Sorcerer
Level: 455
One of Never Give Up

Posts: 51
Originally posted by Zeal on 19.09.17 19:03:17:
Your memory may be a bit foggy - The object builder you speak of edits the client's object data. So anyone who doesn't have that data wouldn't be able to see the item (in fact, their client would probably crash). So to do that I would need to do a custom client.

Item data is (annoyingly) stored partially client side. The item's sprite & certain data flags exist on the client and can't be changed server-side without changing the client as well (well it could but anyone not having the expected item data it would not function for).


When you add it by Item Editor it won't cause crashes, and everyone will be able to see it, but you need to add it to items.xml
26.09.17 10:44:47


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