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Originally Posted by Prot0type
honestly, i think it would be absolutely 1337PROlegitsick if you somewhat... merged Co & WoW. using co graphics of course, modified alot. just as wow has such things as engineering and mining and stuff like that. make people more unique. have like Trojan-Blacksmith which means he has the ability to make his own armors. or Archer-Miner which means he can mine. that would customize your server unbelievably. although it would take unreal amounts of work, it would be top of the top. in order to get a unbelievable server, look from outside the box. make new maps, new mobs, new effects, new weapons, more versatality. (or however you spell it). within a character, redesign the character creation screen and include a new class or two. diversity within the game would provide a better gameplay, more unique character, better game. think about it.
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Qonquer at one point was going to be adding crafting classes lol.
It wouldn't be difficult to add at all if you really think about it... (ok... so it would require alot of new custom items and some work but the code itself could be done fairly simply) depending on how you wanted it to function.
Simply use random chance combined with rare drops, mining, quests etc to get ingredients and then an npc to craft (because making a full UI for it requires heavy client modding and packet work)
As far as I know maps are not able to be created by players, there was some research into how to do it but I don't remember ever hearing of a fully user created map working on a co private server (I could be wrong, I'm definitely not an expert rofl) but as for monster, effect, spell and other client edits those are simple enough to do and I KNOW people have created their own skills and stuff.
You could go way over the top with editing a private server and make it really good... But one of the main challenges will be
First, the amount of work: To create something worth actually playing for people, you will need to get a TON done (do not create part of the system then go "xxxx server now open! Now with blablabla new feature", it will not work well) If you get a small testing base of fairly professional coders and modders you can get alot of this done without even having the server public at ALL. You can get far along in how you want the server to eventually be and THEN open it for some testing and public scrutiny. If everything is broken and not really functional you will spend the bulk of your time explaining things to noobs and not fixing the server. That happened with mine when I was letting people online for testing. Within a few days I had to have 2-3 of my gm's on virtually 24/7 to help new players understand what the fuck was going on. There were ALWAYS new problems coming up as I fixed/replaced/changed old things and because of that the noobs constantly had to be re-informed. Soon enough the bulk of your time goes into that instead of making the actual server.
Second, KNOW WHERE YOU ARE GOING WITH THE PROJECT. Things will go sooo much quicker if you know what your goal for the server is. KNOW how you want things to end up. If not things will take 10 times as long and anyone you work with or any testers will get burned out and frustrated rather quickly.
Third, If you work with a group, make sure YOU know how to do these things. Don't expect to be able to go "Hey, I wanna make a server and this is how it will work... now you guys code it k? cause I don't know what I'm doing". Mess around with code if you don't know it (I don't know you so I can't judge your level by any means) If you can't do something yourself you shouldn't expect others to do it for you (They will from time to time and that's great but don't simply expect it!) Learn to do things yourself, it will save alot of time and grief not only for yourself but everyone else around.
Fourth, CHOOSE A SOURCE WORTH USING!!
For christ sake don't use some pre-edited lotf source and then wonder why its falling apart when you add a few things to it. Personally I'm a huge fan of coemu but that's just me (By far the most stable, least temperamental source in distribution as far as I know) If you are not building a completely custom source for this project I'd really strongly suggest CoEmu, if you decide in the project you don't want certain features enabled (such as potency or tallis) simply code them out. It's alot simpler in most cases to disable things then it is to code them into a source that was never meant to work properly with the new features especially if you aren't very good at adding the features, copy/paste is BAD in the long (and short) run.
Ok so maybe I ranted a bit too long there but I think it's all fairly good advice. If there is any other ideas or constructive criticism I can offer, lemme know. I love these sorts of projects... With my schedule and lack of extensive programing knowledge though I think I won't be starting up my old server any time soon though so this gives me a nice outlet lol.