*sniff*
Well folks...it looks like this thing is really happening. The new site is up at www.legacydarkage.com
Yes sir TFR's days are numbered.
Saturday, February 27, 2010
Friday, February 26, 2010
Let's Give Them Something To Talk About...
Updates:
Areas:
Work continues on the starting city of Caerleon. The eastern map is in its second draft, with a third draft coming to incorporate it better into the OL Map. The OL Map is also being revised. Our man Pmilk is currently building Cearleon (center). After that, Caerleon (southwest) - which will have the amphitheatre, inn, and outlying farm lands will be next.
Classes:
We have spent the majority of this week as a staff nailing down the exact progressions and builds for our many custom classes and 'capstone classes' (prestige classes that one can only take after level 7 and reaching a legacy score of 100 or more).
Legacy System GUI:
Legacy is meant to reflect RP skill, boldness, and in-world acclaim. To that end, we're working on an in game, custom gui player-to-player legacy granting system which will allow for RP that occurs while DM's aren't around to be rewarded all the same.
The general idea is this:
* Player A witnesses Player B doing some awesome RP.
* Player A targets Player B and uses either a context menu button or a wand or something on them. (I prefer the interface since the wand option shows them "casting" and this lets it be anonymous)
* Window pops up. Player A describes Player B's actions and chooses (the ticker box to choose isn't in the screenshot) whether it constitutes a Legacy gain or legacy loss(say, a knight lying through his teeth)
* It goes into a database queue system
* The next DM who logs on has the queue pop up (screen 2). They then click on a row, and approve or deny the request.
* If denied, it just goes into the log file and "disappears" until someone does a log audit.
* If approved, it goes into queue 2, where all unhandled awards are kept.
* The next time Player B logs in, they receive the award (or penalty, as the case may be)
This system will also incentivize the reporting of in game events to DMs - this way, DMs can remain informed in a timely fashion of events going on in game when they are not online. Lastly, it has the distinct advantage of not having to leave the game to report it on the forums. By remaining in game, it is much more likely to be reported.
=============
The obvious issue this system raises is abuse. But we have several security measures:
-First and foremost: DM APPROVAL IS NEEDED EVERY TIME. A recommendation for legacy addition or subtraction from a player will do nothing without approval of a DM.
-No reciprocal granting. If Player A grants a point, neither A nor B can grant points to each other for 7 days.
-Player A cannot grant a second point to anyone else while they have a request in the queue.
-Awards are progressive with the granter's current legacy, and regressive with the recipient's recent rewards and current legacy. (Translation: If you have a lot of legacy, and you give a recommendation, it is worth more. But if you have a lot of legacy, or if you receive more than 5 points in a week's time, and someone gives you a recommendation, it is worth less.)
While it's still being built, we're excited about it. Here's a few screens:

Areas:
Work continues on the starting city of Caerleon. The eastern map is in its second draft, with a third draft coming to incorporate it better into the OL Map. The OL Map is also being revised. Our man Pmilk is currently building Cearleon (center). After that, Caerleon (southwest) - which will have the amphitheatre, inn, and outlying farm lands will be next.
Classes:
We have spent the majority of this week as a staff nailing down the exact progressions and builds for our many custom classes and 'capstone classes' (prestige classes that one can only take after level 7 and reaching a legacy score of 100 or more).
Legacy System GUI:
Legacy is meant to reflect RP skill, boldness, and in-world acclaim. To that end, we're working on an in game, custom gui player-to-player legacy granting system which will allow for RP that occurs while DM's aren't around to be rewarded all the same.
The general idea is this:
* Player A witnesses Player B doing some awesome RP.
* Player A targets Player B and uses either a context menu button or a wand or something on them. (I prefer the interface since the wand option shows them "casting" and this lets it be anonymous)
* Window pops up. Player A describes Player B's actions and chooses (the ticker box to choose isn't in the screenshot) whether it constitutes a Legacy gain or legacy loss(say, a knight lying through his teeth)
* It goes into a database queue system
* The next DM who logs on has the queue pop up (screen 2). They then click on a row, and approve or deny the request.
* If denied, it just goes into the log file and "disappears" until someone does a log audit.
* If approved, it goes into queue 2, where all unhandled awards are kept.
* The next time Player B logs in, they receive the award (or penalty, as the case may be)
This system will also incentivize the reporting of in game events to DMs - this way, DMs can remain informed in a timely fashion of events going on in game when they are not online. Lastly, it has the distinct advantage of not having to leave the game to report it on the forums. By remaining in game, it is much more likely to be reported.
=============
The obvious issue this system raises is abuse. But we have several security measures:
-First and foremost: DM APPROVAL IS NEEDED EVERY TIME. A recommendation for legacy addition or subtraction from a player will do nothing without approval of a DM.
-No reciprocal granting. If Player A grants a point, neither A nor B can grant points to each other for 7 days.
-Player A cannot grant a second point to anyone else while they have a request in the queue.
-Awards are progressive with the granter's current legacy, and regressive with the recipient's recent rewards and current legacy. (Translation: If you have a lot of legacy, and you give a recommendation, it is worth more. But if you have a lot of legacy, or if you receive more than 5 points in a week's time, and someone gives you a recommendation, it is worth less.)
While it's still being built, we're excited about it. Here's a few screens:
Tuesday, February 23, 2010
Eastern Caerleon (Starting City) Finished
Hey all,
Have a look at the recently completed (absent npc's) Eastern Caerleon. This will be one of three maps for the starting city.
Pretty much the entire staff is also currently at work hammering down the details of our base and 'capstone' classes (think prestige classes only with condensed bonuses due to E8 level restriction). Lively debates going on - they're a blast to be a part of. This custom magic system is outstanding.
Can't wait to start content filling the world.
Have a look at the recently completed (absent npc's) Eastern Caerleon. This will be one of three maps for the starting city.
Pretty much the entire staff is also currently at work hammering down the details of our base and 'capstone' classes (think prestige classes only with condensed bonuses due to E8 level restriction). Lively debates going on - they're a blast to be a part of. This custom magic system is outstanding.
Can't wait to start content filling the world.
Saturday, February 20, 2010
More Screens of OL Map
Here are some more screens of our first (of three) OL Maps, with starting city Caerleone upon usk right there.
Wednesday, February 17, 2010
Do you believe in Magic?
Alright friends and folks,
We got ourselves a custom magic system we're working on.
Firstly, it's based around magic points. A caster gets a certain pool of magic points to draw from in casting spells. Level 0 spells, cantrips, cost zero magic points (and thus can be cast freely to infinity). Level 1 spells (first circle) cost 1 magic point to cost, level 2 spells (second circle) cost 2 magic points and so on and so forth. So let's say we have a caster with 7 magic points - he could cast 7 magic missiles (7 X 1 = 7), or two hastes and a magic missile (3 X 2 + 1 = 7), etc.
Second aspect, and this we love. The system frees casters of the traditional spontaneous caster way of learning spells (you select a limited number upon levelups regularly). Instead, here we have the freedom to automatically grant spells to players - so that they'll always know it. OR OR OR, we can tie the learning of spells to players going to certain areas. So if a pc wants to learn how to cast 'call lightning' - we can make it so he'd have to travel to stone henge to learn it.
Third aspect - we can control which spells can be cast in what areas. So if we want, we could make it so raise dead can only be cause inside a holy shrine, or call lightning can only be cast in a circle of power, etc.
Fourth Aspect - we can make it so players can teach spells to one another. This is a mechanical thing that we hope will spawn rp (technically players could just learn it mechanically and do no rp, but if they do that that's their choice and they're missing out).
Excited? Tantalized? I know I am. PT already has this magical magic system built. We need only implement it into our pw. Here's hoping it works out.
We got ourselves a custom magic system we're working on.
Firstly, it's based around magic points. A caster gets a certain pool of magic points to draw from in casting spells. Level 0 spells, cantrips, cost zero magic points (and thus can be cast freely to infinity). Level 1 spells (first circle) cost 1 magic point to cost, level 2 spells (second circle) cost 2 magic points and so on and so forth. So let's say we have a caster with 7 magic points - he could cast 7 magic missiles (7 X 1 = 7), or two hastes and a magic missile (3 X 2 + 1 = 7), etc.
Second aspect, and this we love. The system frees casters of the traditional spontaneous caster way of learning spells (you select a limited number upon levelups regularly). Instead, here we have the freedom to automatically grant spells to players - so that they'll always know it. OR OR OR, we can tie the learning of spells to players going to certain areas. So if a pc wants to learn how to cast 'call lightning' - we can make it so he'd have to travel to stone henge to learn it.
Third aspect - we can control which spells can be cast in what areas. So if we want, we could make it so raise dead can only be cause inside a holy shrine, or call lightning can only be cast in a circle of power, etc.
Fourth Aspect - we can make it so players can teach spells to one another. This is a mechanical thing that we hope will spawn rp (technically players could just learn it mechanically and do no rp, but if they do that that's their choice and they're missing out).
Excited? Tantalized? I know I am. PT already has this magical magic system built. We need only implement it into our pw. Here's hoping it works out.
Monday, February 8, 2010
WE GOT DEATHSTAR (actually it's an overland map, but ya...)
Alright kids,
Thanks to the wonderful man Pmilk, we've got our first of 3 overland maps. Rather than having one giant OLMap of all lower england, we are having 3 smaller OL Maps. Here's the first below:






(note - OL Maps don't look too pretty in screenshots due to lack of filter/proper perspective)
I'll now work on revising the map to reflect the city/fort areas we have. World is coming together folks.
Thanks to the wonderful man Pmilk, we've got our first of 3 overland maps. Rather than having one giant OLMap of all lower england, we are having 3 smaller OL Maps. Here's the first below:
(note - OL Maps don't look too pretty in screenshots due to lack of filter/proper perspective)
I'll now work on revising the map to reflect the city/fort areas we have. World is coming together folks.
Monday, February 1, 2010
Webdomain and Creature Spawn System
Okay so we have our new webdomain (don't go there yet, it's not setup with forums, etc.) The name?
http://www.legacydarkage.com
Oddly enough, legacypw.com is already taken.
Nevertheless, through the fire and the flames we carry on.
Creature spawning system being looked at by TG this week. Should allow for us to permanently change/alter spawns in areas on the fly using just the DM client (i.e. we don't have to issue a new version of the module every time we want to change the area spawns). This is a HUGE asset for the pw going forward and should vastly improve our ability to tell dynamic plots. As anyone who played TFR could tell you, the difficulties/amount of work it took to change spawns/create new dynamic spawns led to the stagnation of the server's plots. (For instance, the orcs were still at that orc fort more than 9 months after the players had 'destroyed' them). TG believes he's got it figured out, so this should be a go and stagnant spawns should be a thing of the past.
http://www.legacydarkage.com
Oddly enough, legacypw.com is already taken.
Nevertheless, through the fire and the flames we carry on.
Creature spawning system being looked at by TG this week. Should allow for us to permanently change/alter spawns in areas on the fly using just the DM client (i.e. we don't have to issue a new version of the module every time we want to change the area spawns). This is a HUGE asset for the pw going forward and should vastly improve our ability to tell dynamic plots. As anyone who played TFR could tell you, the difficulties/amount of work it took to change spawns/create new dynamic spawns led to the stagnation of the server's plots. (For instance, the orcs were still at that orc fort more than 9 months after the players had 'destroyed' them). TG believes he's got it figured out, so this should be a go and stagnant spawns should be a thing of the past.
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