I'm thinking ahead to what I want to code once my current project is done. Keep in mind, I still have to finish this map code, which will be a while, and I won't be coding much in the near future because of an AI tournament coming up soon, but I still like to think ahead.
I've been pondering real estate code - similar to shops and storage rooms, but to let players buy houses or temples or inns or taverns or whatever. With a large overland map to work with, things wouldn't be so crowded, and this would be especially handy in relation to setting up druid's groves or secluded wizard's tower.
I'm also thinking of allowing people to train if the type of establishment is right. A high level wizard purchases a tower and wizards level 1-7 can train at it. I don't picture this to be terribly useful, but it was just an any.
Any other thoughts?
Heaven doesn't want me and Hell is afraid I'll take over.
Re: Real Estate Tuesday, October 2nd, 2007 at 5:30 pm
How about a Inn a player can buy where players can come pay a small amount of money to sleep and gain more hp/mp than the standard clinic. would be a lil business and reason for someone to own real estate.
Re: Real Estate Tuesday, October 2nd, 2007 at 5:50 pm
how about a place where the players can open shops, have a inn, or like a stronghold for a guild all at the sametime. another thing, i think play shop in different location is hard for everyone to go around and look for. it is good to have them all at one place for noobs like me. If we start getting more players, we can have our own guilds. Guild leader can purchase the real estate and make it a stronghold for the guild. guildies would chat and socialize in the building. and if u set up shops, guildies would get a discount for items in shops. BUT FIRST, how about we get more players! Also, i know in real rpg death should be punished. But it is dying that made me quit mud everytime(then after a while i go back), just look at how wow is doing so well. beacuse they let players level easier and don't punish them so hard for being a noob like me and many others. that way we will get players to stay instead of giving up.
Re: Real Estate Tuesday, October 2nd, 2007 at 5:56 pm
Maybe some Frat house at the univerisity would be nice. or maybe some road in hp leads to a small housing neighboorhood. Can purhcase, and can have 3-4 rooms, and rent out to people for storage. and you can purchase furnitures to put in your own room. That would be nice.
Re: Re: Real Estate Tuesday, October 2nd, 2007 at 6:04 pm
I'm not concerned about hunting for new players yet: one of the reasons behind our small player base is the simple fact that very few people play Mordor muds. I'm guessing there are no more than 50 of us in the entire world. There are muds out there that, despite the emergence of graphical games, still have thousands of people playing them.
The question is, then, why?
My conclusion is that Mordor itself is flawed. The fundamental code isn't conducive to expansion or flexibility. By working on these projects, I'm ultimately working on moving this mud away from Mordor. I feel a departure from Mordor-based thinking will make this game more fun and immersive. Once this has been accomplished, I'll start looking at other ways to attract players.
I haven't touched this because Bane was working on this very topic. Check out that post.
Heaven doesn't want me and Hell is afraid I'll take over.
Re: Real Estate Tuesday, October 2nd, 2007 at 6:41 pm
nod. I personally don't know what differ mordor mud from others. but all i know is that i enjoy playing this mud beacuse of all the different classes and skills. Also the fact you can pvp and it is more chaoic than other muds. (Not that i like all my armor to be dropped if someone kills me when i'm fighting) If you need to change this mud to bring new players, i don't think many players would mind that. I remember the old ROh had at lease 5 or more player on most of the time. The good old days. But it is good to see a DM that is on most of the time and delicated on making the mud a better game.