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Old 05-13-2008, 10:00 PM   #1 (permalink)
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Suggestion Cycle 5 (Nominations)

Alright, I delayed it by less than a week. But if there's decreased activity, I'm delaying it more. Anyways, here we are with another session of suggestions. You know the format. Refer to suggestions in bold and be clear about what features you nominate. A feature/suggestion requires 2 nominations from others to be put on the list. After a list of 10 has been accumulated, we will go to the voting part of the cycle.

I would like to start by suggesting Active NPCs / Ambient Crowd Noise, PvPvE Journal, Character Profiler, and Bounty System.

Quote:
Ambient Crowd Noises
When you go to major cities, it doesn't really sound as crowded as it may look. This could be influenced by the number of PCs and/or NPCs, but based on population density in areas, there could be a subtle amount of ambient crowd noise. Just one more step towards full immersion.

Those of us who are or will dole out hella money for a sound system might enjoy it a bit more. Alongside the Active NPCs suggestion, it just takes this game a whole 'nother step further.

Active NPCs takes it up a notch by not simply scripting paths, but making NPCs have "lives". They would walk out of PC-inaccessible houses, of which there would be a door open/close animation. They would proceed to walk to places like the Inn or Tavern for a bite to eat, having conversations with some people on the way to, and while being in these places. Then, they could venture to the market to buy things, etc. There could be scripted NPCs for the daytime, which would be normal. Then, at night, there could be seedy people who might talk about darker things and engage in conspicuous activities.
Quote:
Originally Posted by Character Profiler
Your character informations are stored on the official homepage in an XML-file (or whatever), where internet sites can get this data to create up-to-date profiler. Then you can use them as signatures, etc.

Another thing that would be good is if you could export your profile to places like Facebook, phpBB (provided that someone makes a phpBB mod), or any other website.
Quote:
Originally Posted by PvP/PvE Journal
Players would have the ability to see all PvP related statistics in the game. You could see how many times you've been killed, who killed you, how many kills you've made, and who you've killed, etc. The data would probably have more specific information as well. Such as statistics for certain PvP scenarios.

Not only that but there would be another half to this journal that would display PvE-related statistics, such as how many attempts have been made in certain raid instances, how many times you finished, how many times you wiped, as well as how many mobs you've killed, average exp. earned, the list goes on and on.
Quote:
Originally Posted by Bounty System
You will have the ability to assign bounties upon people of the enemy faction. That way, you can make gankers pay for their transgressions. But it also costs you cash. You could use cash or unbound items as rewards, which would be give to people who have accepted the bounty from a bounty board of some sort. Then, the bounty will automatically be collected, once the bounty quest has been turned in.
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Old 05-13-2008, 10:22 PM   #2 (permalink)
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I wanna nominate Active NPCs / Ambient Crowd Noises.
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Old 05-13-2008, 10:58 PM   #3 (permalink)
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I wanna nominate Dynamic Monster Spawns. This will influence how many monsters spawn in an area depending on the amount of people in that area. More people = more mobs.

The bounty system sounds good too! <3
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Old 05-13-2008, 11:04 PM   #4 (permalink)
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Oooohhhh. Dynamic Monster Spawns would solve a lot of problems. But it would possibly amplify the lag issue for some people.
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Old 05-13-2008, 11:17 PM   #5 (permalink)
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Areas are vast, a dynamic spawn system would not necessarilly increase the density of mobs, just the frequency of their respawning or the distance between spawn points.

I wanna assure you its the PCs that will tax the PC more than anything with input and animation functions. NPCs should be easier to render and recognize, especially with duplicates, and having more mobs doesnt mean more people, it just means people finish their quest / search for an item quicker and leave sooner.

Quickly wanna throw a token loot system back into the fray -

When you kill a boss, it drops a token exchangable with an element in the enviorment that can grant you ANY item on that bosses "loot table" (a 24 man raid boss would drop 12 items, for example, 3 tokens would drop and you could use them to obtain 1 from groups of 4 items from his loot table) and the boss, as well as variable trash mobs and some difficult small group content instance mobs, could drop a cumulative token (or reverence score, a fill-able bar?) which counts up from 0, when you get high enough you can exchange "reverence" or a stack of said tokens from difficult encounters (maybe taking a castle in the abyss could also award one or two) you will be granted a powerful item from your faction (aka, faction specific gear maybe).

Thats a little in depth, but you get the idea again.

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Old 05-13-2008, 11:26 PM   #6 (permalink)
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I was talking more in the sense that they would spawn in greater quantity. Not that more people would go to a mob dense place.
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Old 05-13-2008, 11:37 PM   #7 (permalink)
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As long as the game is given enough world enviorment for mob spawning locations it could work nicely, as long as the ground cluster density isnt absurd (like 5 yard spawns at peek player levels) it shouldnt lag you alot because you wouldnt be rendering more than 3 - 4 mobs (players) on screen at once, and you definately handle more in an instance.
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Old 05-13-2008, 11:41 PM   #8 (permalink)
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Old 05-13-2008, 11:46 PM   #9 (permalink)
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Character Profiler
I'd make some mods
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Old 05-14-2008, 12:15 AM   #10 (permalink)
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May I nominate "variable quest endings", instead of just being success/failure, certain actions may lead to a single quest playing out differently from someone else's experience with the quest.
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Old 05-14-2008, 12:31 AM   #11 (permalink)
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I do like the Active NPCS, Crowd Ambient, and the Bounty Systems. I like the bounty system a lot, theres no telling how many times on other MMOs I want everyone to go after one single person, just because he stole my cookie... I love my cookies!
But having the NPCs do stuff would be nice, and a city should sound louder.
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Old 05-14-2008, 12:58 AM   #12 (permalink)
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Quote:
Originally Posted by Anuxinamoon View Post
I wanna nominate Dynamic Monster Spawns. This will influence how many monsters spawn in an area depending on the amount of people in that area. More people = more mobs.
This already exists in some games, it may exist is Aion, unless I'm unaware of some information.. >_<

Quote:
Originally Posted by Shu View Post
May I nominate "variable quest endings", instead of just being success/failure, certain actions may lead to a single quest playing out differently from someone else's experience with the quest.
I really like Shus idea, it would make the dreadful quests where you save villages, or NPCs, less silly.(Lets face it, you don't actually save them..)

<3 This thread so far! ^_^

As for the original, I'm torn between the PvE / PvP Journal and The Bounty System. As an advent PvPer I think the bounty system would add a lot more aspects to PKing, and the Journal would be nice so you wouldn't have to mod....
Hmm...... I guess I'm gonna stick with The Bounty System. ^_^<3
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Old 05-14-2008, 02:17 AM   #13 (permalink)
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Quote:
Originally Posted by Shu View Post
May I nominate "variable quest endings", instead of just being success/failure, certain actions may lead to a single quest playing out differently from someone else's experience with the quest.
Already in the game

Search for Jamie's translation about a 9-pages long quest, helping an old man and a nymph, if i remember correctly there you could choose which ending you want (take him her clothes or not)
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I approve all the other ones so far
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Old 05-14-2008, 04:40 AM   #14 (permalink)
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Bounty system and the PvP journal are awesome ideas i vote for them they are coool it would be nice if they out them in the other three are not so important they are just in not so important use for the game ...
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Old 05-14-2008, 05:03 AM   #15 (permalink)
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