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Posting here notes... "Criminiality" and "Notoriety"

Discussion in 'General Projects & News' started by morPR, Nov 23, 2013.

  1. morPR

    morPR PRmeister
    Stratics Veteran Stratics Legend

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    Proposal to RO:

    9/29/2011 notes

    Criminal Behaviors.

    Stealing. Records number of times you have stolen from other players or NPCs. Records the value of the item(s) taken.

    Looting. Records number of times you have looted from other player's corpses or NPCs who are not aggressors to you. Records the value of the item(s) taken.

    Killing. Records number of times you have killed other players without merit. Records bounty placed on your head and who you killed.

    Property Damage. Records what you have destroyed in the in-game world. Example, burned down many villages? (May not be applicable.)





    “The Notoriety System of UO” and other musings
    by Michael Woodard

    http://uo2.stratics.com/reputation/reputation-faq-blue-grey-and-red-flags


    SKIP TO AFTER THE UO RAMBLE.

    I feel this system is too simplistic for today's standards but we can learn from it. If I attack player B, he gets a warning that I'm attacking him on the screen. This isn't realistic. I also don't like how people in fel continually would seem to loiter about.

    Reds used to not want to attack anyone who wasn't gray or acted mostly in self-defense because the more murder points they had, the longer their character would remain in stat loss. Stat loss was when a red player lost skill points upon resurrection. Massive skill loss over time so they would be less effective characters just for having gone red. Blues and grays didn't have this punishment.

    As soon as UO got rid of red stat loss it opened the flood gates and reds would attack whoever they damn well felt like for any reason.

    Blues would refrain from attacking each other and only attack orange characters (a warring guild or faction member) or reds or grays because they didn't want to get murder points on their heads.


    THE LIST!

    1.) A better system perhaps would be to keep who is a criminal and who is a reputable player secret. The player is given a menu which tells him or her about his or her good and bad behavior. No huing involved. Don't want to make it too easy.

    One thing that was removed from UO that I kinda liked was reds were outcasts. They couldn't venture into town at all or risk being killed by guards. This was completely unfair because they couldn't access their bank boxes any more. This has been adapted to let them into town but not allow them to buy from merchants and are still freely attackable.

    Idea: put criminal players in jail when they login next time after too much wrong doing.

    2.) Crafting idea: each faction has own unique hues to pick from. The other players won't be able to select this hue if they are of another faction.


    3.) Dueling system as I understand from 's description. There will be an option to duel other players regardless of faction in a special arena. Duel requests that are accepted warp the contestants to a possibly instanced arena. Duel Duel requests rejected result in a five min cool down so that character can not see any new requests during that time from the challenger.

    A challenger's stats & armor ratings will be viewable by their intended dueling partner so as to give a more rounded idea of who & how powerful the guy is you're facing

    4.) If you meet a warring faction member on the field, a specialized warning gump appears on screen and warns you of their presence as explained by . I'm not sure I agree with is concept. It would bring people a little too far out of the fantasy. I like my concept of having subtle clues sich as differing hues of armor and weapons. But I can be amendable.


    5.) Speaking of factions, it was discussed that faction towns can be captured somehow. This is an Ultima Online concept I never fully understood. But atleast it makes more sense than Final Fantasy XI where zones are controlled by defeating monsters on the field in a given area rather than by actual PVP.

    6.) The experience system as explained to me by says that there will be no arbitary “Experience Points.” Instead a running tally of how many monsterss or critters you've killed will be kept as a record and you can sacrifice a percentage of the souls reaped to engage in a “magical” attack spell.

    7.) It has been stated that this game (Ryuu Online) has two factions: BLANK and BLANK. You can freely attack the members of the opposing faction but not someone from your own path unless in a duel. Nearly every MMO has a atleast a couple of factons facing each other as their main selling point. One side Order, the other Chaos. I wonder if we can alllow inter-faction communication if the player has a certain skill in Languages?

    8.) There will be a Class System limiting which skills a character can use. Another idea born elsewhere. Wonder if we will have multi-classing? Does a certain skill base have a certain affinity to a dragon? Wonder if you can visit a shrine to become a different specialty.

    9.) Perhaps you could be allowed to attack & kill players from the same faction IF it doesn't occur in front of an NPC guard far outside a guard zone. Let's just not tell people when they are in or out of guard zones shall we? Also any kills in the name of Betrayal to your faction can be excused with bribery to an NPC guard. The more kills on your conscience, the more expensive the bribery. Make sure this is an amount of money that a relatlvely new character may not have.

    1. Earning money in an MMO is an elusive thing to figure out how to do. In UO there are escort quests with annoying NPCs who yell at whatever PC who runs by. Instead why not have a job system? The NPC will give useful quests according to his or her profession in a crafting kinda way. Meet a blacksmith, hire on as an apprentice. And the necessary resources needed to build to a fairly qualified proficency will be provided by the NPC as a non-tradeable commodity. If they keep training they can be self-sustainable. If resources given by NPCs were tradeable, people wouldn't bother working the skills and would just sell the commodities on a black market.

    11.) Considerations for Single Player: how much of the land should be stored on player's hard drive? Other MMOs store land areas and player character data on their servers. Offline mode would necessitate storage of more files on the computer of a dedicated offline player where as a dedicated online player wouldn't need these files. How best to communicate this to player?

    12.) Single-player only games such as Dragon Age: Origins have longer character interactions with an NPC than MMOs do. Games such as this have multiple choices of what to say to the NPC to illicit certain responces that might be drastic or subtle in difference depending on player interaction. Longer load times are common with single-player games as all information is stored locally on the user's hard drive and filtered through RAM. MMOs would (I think) keep much of the information on their servers and there isn't much of a load on the client's PC as single-player games are.

    1. Having and gaining possessions has become the soul of many MMOs out there. People refrain from PVP because they don't want to lose their expensive, cherished super duper armor to be looted by whomever kills them. I don't think we should have item insurance like in UO and having top level gear shoulnd't be a mandatory thing to just go into a dungeon. Why play a game if your only goal is to have excellent armor and weapons that is more excellent than the other guy's? Definitely make the goods provided by the NPC merchants be adequate for fighting in dungeons.

    1. Many people in UO have crafting “mules” who only exist to make weapons or armor or other goods to sell. I never liked this concept. I would like it very much if we can find a way to prevent muling. Characaters should know how to fight in dungeons as well as craft.

    1. The winners of the games I've played always seemed to be the wealthiest. Whoever has the most in-game currency, the flashiest duds and all that other crap. We aren't here to mimmick society, are we? We're here to PVP or ride dragons or kill peeps with our dragons. Sheesh! Maybe add a tax thingie in the code somewhere to punish the wealthy?

    17.) http://rpgboards.freehostingcloud.com/sacredSTONES.html To rehash an idea I had,
    Players have two options in this game when it comes to traversing the land: walking or riding a horse. There will be a taming skill for certain normally DomesticedAnimals such as horses. If met on the the field, a player can tame a horse. If succesful the horse will give the player a movement bonus of +5 squares for as long as he is mounted. Horses may also be bought at a stable. Another bonus is that you will be better able to attack flying monsters if you are mounted.

    18.) There is a difference between tamed horses or bought horses. A horse tamed by a player with low taming ability will be partially loyal to its rider if he is the same person who tamed it. If the player has high taming ability, then the horse will be more loyal to him. The loyalty of a bought horse does not raise. If you encounter a monster or other attacker while mounted, your bought horse will rear & toss you off, running away. A bought horse will also refuse to walk in a dungeon or haunted castle or any other place where a large grouping of monsters spawn.

    Horse Loyalty Chart:
    l 0 loyalty for bought horse.
    l 25% loyalty for the rider if the rider is a PC with 25% taming ability. Horse is ¼ as likely to runaway. (Roll to see if the horse spooks upon a monster encounter.)
    l 50% loyalty for the rider if the rider is a PC with 50% taming ability. Horse is ½ as likely to runaway. (Roll to see if the horse spooks upon a monster encounter.)
    l 100% loyalty for the rider if the rider is a PC with 100% taming ability. Horse NEVER runsaway yet may still be slain by attackers.

    1. The above concept can apply to Dragon Loyalty?


    1. Again refrencing my webpage, Magic of the Just (MotJ) is magic practiced by the good. In our game let's say Dragon Knights learn MotJ by default but can learn the opposite spell inclination.

    1. Magic of the Wicked (MotW) is a magic practiced by the evil. In our game let's say Draken Army members learn MotW by default but can learn the opposite spell inclination. Example is Demon Summoning.

    22.) Resurrection concept, again from my webpage: Each good deed done results in a higher proficency in Magic of the Just (MotJ). The better you are at MotJ, the higher damage from spells you can cast. If you act saintly enough, you may even be allowed to fully heal yourself or others from near-death. 60 proficency in MotJ allows you to Resurrect (RES) a fallen comrade from death & heal them up to 25% of health. 80 percent proficency in MotJ allows you to res a fallen comrade from death & heal them up to 75% health. Complete Sainthood (as Grand Mastery of MotJ is called) results in resing a fallen comrade to full health.

    1. But don't think only Saints can bring back the fallen in this game! If resed by a practicer of the MotW, the PC will become an undead creature. The undead will slowly lose Health Points (HP) unless they are Blessed back to the living by a Saint. (Anyone with atleast one Murd point is immune to Blessing.) … might be unfair... :(

    1. http://rpgboards.freehostingcloud.com/sacredSTONES.html#death The Role of Death.

    1. http://rpgboards.freehostingcloud.com/sacredSTONES.html#weak Character Weaknesses.

    1. http://rpgboards.freehostingcloud.com/sacredSTONES.html#enviro Environmental concepts including using torches in caves.

    27.) http://rpgboards.freehostingcloud.com/sacredSTONES.html#murd Murderer concepts.