01-27-2015
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Banned
Join Date: May 2014
Location: Melbourne, Australia
Posts: 195
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01-27-2015
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i miss u
Join Date: Dec 2011
Location: 5th dimension
Posts: 957
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Okay well I believe iEra has a forum of it's own. Getting back on topic here..
Also, the town's name is now Oasis, which was decided because it makes the most sense. "a fertile spot in a desert where water is found." Do we have a name for Gang Points and a concept that everybody is cool with? Do we still implement firemaking as a skill? (I still want people to cook their food on fires) Should woodcutting be like mining where you just cut at the tree, or is there a better way of going about this? Any other ideas for the town? |
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01-27-2015
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Freelance Developer
Join Date: Jan 2013
Location: Toronto, Canada
Posts: 1,111
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If you really want to go off with the skill system here are a few new ideas, and some personal revisions to some of the skills you're already contemplating. WOODCUTTING Should be handled similarly to mining. Different trees require a higher level to cut down, and yield noticeably different wood types. FIRE-MAKING Aye, this should be a skill. Different types of fires can be made utilizing different wood types, and fire-making level is critical here. If you're just starting out, let's say you can only make oak fires. (oak would be like...the lowest level tree you can cut). Next thing ya know, you're at level 5 for fire-making, now you can make birch fires or something like that. The higher the level of wood you're making the fire out of, the longer it burns for. Fires can be grabbed and sat around depending on which direction you grab. This would institute a maximum of 4 people (up, down, left, right). Maybe you could even restrict sitting around the fire to people who are members of the same guild as the fire creator. Sitting around the fire will slowly heal players, and will also allow for cooking (see cooking skill). HUNTING Hunting should be revisited, redone and expanded on. Rather than random hordes of mobs to gun down, it should be a much more...intricate process. New hunt-able animals should be added (bears, deer, rabbits, coyotes, etc) and two methods should be introduced to hunt them in. Gun 'Em Down MethodHow do levels affect hunting you might ask? Well they play a higher part in the trap method than the gun method, but do affect both. In traps, the higher the level, the more likely a player is to catch an animal and in a lesser amount of time. Also levels can be made to affect what kind of animals are caught, example: squirrel = level 0+, rabbit = level 5+, fox = 15+, beaver 30+, etc. In the gun method, levels can effect how long an animal runs for, or how close you can sneak to an animal before it runs off. Or even how much it drops. Who knows? COOKING Meats gathered from hunting and vegetables farmed by the player can be cooked in fires made via fire-making or in stoves buy-able by the player as furniture. The interface will be similar to the smelting interface, however only stoves require a fuel item to operate. Different meats and vegetables will require not only a higher cooking level, but take a longer time to cook. This means if you're cooking in a fire, you might not be able to cook something on a lower level fire. Which will spur you to improve your fire-making skill. This also makes stoves a valued method, as the go for as much fuel as you put in. Meaning, you can bump up the price on stoves a bit. ;) I'll add more as I think of it.
Last edited by 99%; 01-27-2015 at 07:09 PM.
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