[crossfire] reorganizing the entire world
Rick Tanner
leaf at real-time.com
Tue Jun 26 10:30:56 CDT 2007
Juergen Kahnert wrote:
> I have the following idea for the new world:
>
> After character generation, you have to chose your class. As soon as you
> have chosen your class, you won't enter "start/Nexus", but the guild of
> that class.
>
> This guild will be a combination out of the newbieshouse and the
> beginners maps to teach new people how to play this game. And there you
> learn the abilities of your class. So you won't get a bunch of class
> specific items. Instead of this you're guided through maps where you
> learn your abilities and where you're teached how to use them.
>
> Parts of the guided tour could be shared between different guilds. This
> will reduce the map making work.
Good ideas. ;-)
Is this the right or appropriate thread to start listing what one should
learn in the guild map? And the shared maps?
For instance: movement (walking, running, attacking), applying/removing
and (un)locking inventory items, buying and selling from a shop, using
money conversion and detect magic/curse altars, learning spells,
learning new skills and so on.
> For more class like role playing, the guild is able to ostracize players
> by checking for example if a sorcerer uses close combat skills instead
> of magic. If the sum of the close combat skills exceed the sum of magic
> skills by a defined limit (e.g. > 10%) the sorcerer isn't allowed to
> enter the guild. This also means this sorcerer won't get additional high
> level spells because they are rewards from the guild master for solving
> quests.
AFAIK, at this time - such a check is not possible. This will require
some developer/coding updates.
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