Taverns and such

Mazena

Dalayan Beginner
I would love to see some more travellers drinking in taverns or spending some time in their houses... AND! If they would have something to tell it'd be great =) They might hand out some neat quests or give hints about rare stuff to be found or such. Some quests with hardly any dangerous mobs involved can be fun too, find, collect, combine, talk, hand stuff in, collect reward =D

I just want the world to have more life ^__^ Also, wiz :eek: I would like to become sorta living NPC when I make a new character... It will take some time tho, I need to prepare some stuff for him first.
 
I'm going to copy and paste a discussion I started at a fan site related to Vanguard. Before I do, let me emphasis this is a COPY AND PASTE from a discussion concerning a game IN DEVELOPMENT. For WR some of thse things will be unrelated, imposible, and/or already addressed, et cetera. But I think it can help with the discussion a bit.

Copy and Paste Incoming!

Eredhel said:
I don't pretend to know what really needs to happen. I don't even have many ideas, but I would like to get some concise brainstorming going on. As there is sooo much to dream about in this regard.

So anyway, here are my random thoughts to get the ball rolling.

Keep new content near original towns. No matter how great a town is, if new content goes elsewhere...so will the players. Look at real life when designing towns. Rivervale had a town square...good start! Real towns have them for a reason, find out why (and that's just one example.)

Here's one I really want some attention on, just cause I like it. TAVERNS. THere are a lot of possibilities. From chess games and card games (keep it period please) to songs and dance. The more you drink the more you sing. If you've had a certain amount you have to sing a song or you pass out! Ok, maybe that's a bit much. Have a message board in the tavern, one that can be read just there, or maybe can be read at any major tavern. Or hey, how about npc's that are walking talking boards! Throw in some different npcs that aren't always there, some that pop in looking for adventurers to give quests. Make LFG available only in taverns; that one is probably a bit too much for the masses however. Make tells, guild chats, and all global communications cost something; maybe endurance points and such. If you talk too much you can't talk 'no mo.' But make it completely free in taverns; again, likely more than most would want...but interesting to think on at least.

How about that town square? You want traffic, then put stuff in an area where it's visible and close. Tavern is there, some stables and an inn right next door. Across the street are some meaningful npc merchants (more on that later.) Here are some obvious ones: Bank, forge, alchemy shops, et cetera. Forget the arena of EQ. Guess what's at the one end of the square? A big ole festival/tournament/carnival area. Anyway, just make it like it is made in real life...make it make sense.

Make sure the town has some shady areas. Places you would be afraid to go...especially at night. So much can be done with that. Thieve's guilds, ghetto, et cetera. Post offices! Want to send me a letter? Mail me at eredhel@newtargonor! Jobs, jobs, jobs. Give someone a chance to make money and/or experience as a guard, or someone might scribe spells, or be a merchant for an NPC, or...well that list can go on forever. Here's one I don't think could work without massive abuse, but for the sake of brainstorming I'll throw it out. Faction adjustments based on how much time you spent in a town. Or perhaps based on how many people you hail. No clue here, just thinking of a way to avoid the "afk while I build faction" stuff...along with others. Still I think it has potential.

Improve NPC merchants. Holy cow could we please have a reason to go to a merchant other than selling loot? Let them sell some gear we can use...for something less than 10kpp. Give npc merchants more ways to offer discounts other than faction alone. Perhaps frequent shopper miles . Also make those discounts worthwhile, I'd definitely go back for a good rate.

Here's a problem with something I like. Having different towns for good and evil and factions that keep each other out for the first levels of character life. I like this, I do. The problem is it creates a reason for players to not be in towns. Why do you think the commons tunnel was so...well...common! Not sure what all can be done here, the ideas I've come up with may not do much more than kill the great things that separation creates.

Again, this is a post with a lot of stuff inrrelevant to WR. But I thought it would be a handy way to give some input.

Eredhel
 
I must say that stuff sounded awesome if it could be done =) it's a huge project though...
 
I personally like the bullentin board in taverns in EQL before they removed it entirely. I picked up quite a few jobs there during my stay in EQL...
 
Tarrax Ironwolf said:
I personally like the bullentin board in taverns in EQL before they removed it entirely. I picked up quite a few jobs there during my stay in EQL...

Yeah I used to stop by and read them alot back in those days, if a programmer could work on the BBs to make them more user friendly, it would be a blast to use. What do Wiz have as a team of programmers?

With the server growing as it is, it wouldn't hurt to have more programming volunteers who loves EQ help Wiz out with adding some cool features not found in EQLive. The EQ engine has I think alot of potential to be something EQLive never had been in the last 6-7 years.

Yiz
 
For faction I think a system where everyone at least starts off non-kos would work.

Sure there is always racial hatred for whatever reason, most towns just don't slaughter you onsite for being a different race though.

I think if something along the lines of a justice system with the faction system could be implemented would be preferrable.

Say everyone starts off at least at dubious faction, the level just above kos.

There will be quests you can do etc. to help fix your reputation/faction with that town/faction. But based on your race you would have a plus or negative modifier. For instance like Iksar would have a negative to most races and this would prevent them from becoming an ally with that town just due to racial hatred. But would allow you do most things.

But say for instance you killed npc's in that town. This should flag you as an outlaw and instantly make you kos in that town, preventing all interaction with those npc's. This could be scaled anyway appropriately. But there should be huge repurcussions for killing npc's in major towns/villages etc.

The current faction system is really quite stupid, since you can go back and forth from different factions. At least in EQlive you could.

I don't know how they have work with faction here on WR.

But I think something like this would add a little flavor and make you think twice about going after npc's in towns.

Just my thoughts since I am bored at work... :lol:
 
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