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-   -   My playerworld project, Meridia. (https://forums.graalonline.com/forums/showthread.php?t=69931)

bgumeny 11-08-2006 12:11 AM

My playerworld project, Meridia.
 
The Meridia Playerworld Project

I posted an idea for a playerworld a while back (see here) and since then I have been rehashing some of those ideas and have decided to go ahead and begin working on it. I have kept some ideas from my previous post, but have altered others and expanded on most of them.
Setting I had originally planned on having a Classical/Medieval setting, but decided to slide up the time line a bit to the Late Medieval/Early Gunpowder age, circa 1500 A.D. I feel this fits the overall theme of the playerworld better. Things found in the world will include Swords, Armor, primitive Muskets and Pistols, Cannons, and Tall Ships. The main modes of transport will be by Sea or by Horse, there will be no trains or automobiles, however horse drawn carriages will be utilized. Magic and Alchemy will be usable..
Theme The theme of this playerworld will be Exploration. When a player logs on to the world they will be prompted to create their character, choosing such things as Gender and skills in various areas like Magic, Manual Labor, and Combat. They then must choose a 'Home City'. They will be able to choose from a list of several cities, each with distinct differences. Some will have more of a focus on trade and economy, others on combat, and still others on industry. Once they have picked a Home City they will be warped there and will not be able to come back to the character creation screen without resetting their account. Once in these Home Cities players can battle, collect resources, craft and forge things, learn new spells and skills, purchase a house or apartment, and most importantly put together a team of explorers. The main goal of the playerworld will not be to succeed in the Home City, but to gain a charter and sail across the ocean to the 'New World' (Cliche, I know, but what else is there to call it?) where they can begin to settle and colonize. Charters will be expensive, so it will be difficult for one single player to obtain one and run a colony at will.
The New World Once players have arrived at the New World they will instantly be faced with new and difficult challenges that they were not confronted by in their Home City. Things such as weather, natives, and nature in general will play a big role in a group's success in the New World. They will have to begin collecting resources such as food, timber, and stone to build shelter, and build up their new colonies. At this point, players will be able to completely interact with those from other Home Cities, whether they wish to cooperate and trade to find success or crush them on the battlefield is up to the players. This 'New World' will be vast with plenty of space for players to build up their own colonies, and it will be possible to contract indentured servant NPCs to do some menial labor in the colonies (such as harvesting and logging) for a high price. This will allow colonies to become more self-sufficient and give the players time to focus on things such as diplomacy and further exploration. Players will be able to sail back to their Home Cities for supplies or to find more settlers, or to trade goods from the New World for cash.
The Economy The economy will be largely based on the trading of items from the 'New World' with players' Home Cities, and vice versa, as well as trade of items between colonies in the New World. Prices will be affected by how common an item or resource is in that area of the world, so the more of an item that is sold the less valuable it will become. Players will be able to run their own businesses both in the New World and their Home City, providing a good or service to other players. Businesses can include shipping, blacksmiths, farmer's markets, gunsmiths, stables, real estate and surveying, or even a mercenary business.
Levels and Experience Players will not 'Level Up' in a traditional sense, but instead will have certain base stats as well as stats that are specific to each skill or item. The base stats will include strength, speed, accuracy, dexterity, magical ability and intelligence. All of these stats will be able to be trained (either by physically training them or by studying) and will allow players to accomplish tasks such as cutting down a tree, building a house, casting a spell, or firing a gun much more quickly and efficiently. Enemy NPCs that players will encounter will include passive animals such as Deer, Rabbits, Fish, and Buffalo, to hostile ones like wolves and bears, as well as enemy natives. As an example, if a player successfully defeated a Buffalo with a musket, they would gain overall accuracy and dexterity points (the two stats primarily used for a musket) but they will also gain some musket skill and some hunting skill. Thus the next time they go to hunt with a musket, it will be slightly easier. Dead animals can be used for food and their skins can be used for numerous items, killing a Native will reward the player with whatever items and weapons they may have been carrying (such as beads and headdresses) which can then be traded, but it will also raise the hostility level between the player's colony and the Native's tribe.
These are just some of the ideas that I have drawn up, there are many more. I have begun working on the gmap for the New World, but my leveling skills are lacking and I am not able to do much more than outlines, cliffing, and forests. I plan on purchasing the server space in a few weeks and would like to assemble a team of staff to really get this thing off the ground.

As far as the staff team goes I am only looking to hire 3 or 4 people whom I can trust with their own teams. I want to hire one LAT, one Scripter, one Graphic Artist, and one person for other aspects of development. The most important position I am looking for is that of a Scripter, as this is the area of development in which I have the least knowledge and which I feel is the most important to make this server really work. Once I am sure I can trust these people I will allow them to assemble their own teams to complete the tasks that need to get done in a timely and efficient manner. I understand that most of us have lives outside of Graal, and won't expect too much out of my staff, but I need people that are dependable as I really want to see this project succeed. I need staff whom I can bounce ideas off of and who aren't afraid to speak up if they feel something needs to be changed or doesn't seem to fit with the rest of the playerworld. I also do not mind any feedback from people who aren't involved with the project, so any comments or ideas from all of you are welcome in this thread.

If you are interested in becoming part of the team you can post here, Forum PM me, or email me at [email protected], and we'll talk. If you want to simply help me brainstorm feel free to just post in this thread.

As a side note: If you like the idea and would like to help out but are busy with another project or something outside of Graal, there are plenty of little things that people can contribute. Let me know if you want to pitch in with something small.

Updates:Updated Economy section.

bgumeny 11-08-2006 12:13 AM

The 'New World' so far
 
1 Attachment(s)
Sorry for the double post but I felt posting the map would be too much for one post.

Attached below is what I have for the New World so far, as I said it is only the outlines with cliffs, rivers, and some forest. I haven't even touched the southwestern island yet, which is why its coast doesn't look right. This will be the New World that the players will sail to and be able to colonize.

kuhujiowa 11-08-2006 12:18 AM

Well done, there was alot of information there. Exactly what people need to know about a server. I'd show up there from time to time.

zell12 11-08-2006 12:35 AM

I like the idea. So, is there going to be any PVP? Or is it more like a PVE game where everyone cooperates with eachother?

Be nice to see some colonies fighting eachother. :)

bgumeny 11-08-2006 12:39 AM

Quote:

Originally Posted by zell12 (Post 1240504)
I like the idea. So, is there going to be any PVP? Or is it more like a PVE game where everyone cooperates with eachother?

Be nice to see some colonies fighting eachother. :)

PvP will definitely be a big part of it, as you said the colonies will fight each other to vie for power in a certain region, or if one colony gets low on resources and gets desperate they can raid another. I would love to see free-form RPing come into play with colonies banding together to form nations and fighting each other.

zell12 11-08-2006 12:44 AM

Would be very exciting to see that happen. Even with a low base of players, NPCs could help out... :)

ryu_no_bishie 11-08-2006 01:05 AM

Quote:

Originally Posted by bgumeny (Post 1240476)
Sorry for the double post but I felt posting the map would be too much for one post.

Attached below is what I have for the New World so far, as I said it is only the outlines with cliffs, rivers, and some forest. I haven't even touched the southwestern island yet, which is why its coast doesn't look right. This will be the New World that the players will sail to and be able to colonize.

looks pretty small...

zell12 11-08-2006 01:10 AM

Yeah that's the only thing I forgot to mention... Mabey just expand and have other Gmaps around the area where you go when you want to start a colony in the New World.

konidias 11-08-2006 01:37 AM

Quote:

Originally Posted by bgumeny (Post 1240474)
The Economy In order to keep the economy under control there will be only a set amount of money at one time (it will be a fairly large number, but not infinite) so that players cannot just cut bushes or sell logs and get massive amounts of money.

I'm curious about this feature, because it presents quite a few problems that I'm not sure you thought about.

1. if there is a finite amount of money, what happens when it's all obtained? add more? if so, how is this different from an infinite amount? You're just going to keep adding more when it's needed so I don't see the difference.

2. I really don't think it's possible to have a finite money economy. Aside from problem number one... you also have to take into consideration the fact that not everyone who obtains money on your server is going to play forever. So if people leave, what happens to that money? It's sitting dormant in an inactive account. That money is essentially being taken from your finite resources and never being returned. Eventually that means there will be little to no money on the server.

bgumeny 11-08-2006 02:57 AM

Quote:

Originally Posted by konidias (Post 1240549)
I'm curious about this feature, because it presents quite a few problems that I'm not sure you thought about.

1. if there is a finite amount of money, what happens when it's all obtained? add more? if so, how is this different from an infinite amount? You're just going to keep adding more when it's needed so I don't see the difference.

2. I really don't think it's possible to have a finite money economy. Aside from problem number one... you also have to take into consideration the fact that not everyone who obtains money on your server is going to play forever. So if people leave, what happens to that money? It's sitting dormant in an inactive account. That money is essentially being taken from your finite resources and never being returned. Eventually that means there will be little to no money on the server.

These are all interesting points, and perhaps I stated them wrong. I was thinking more along the lines of controlled amounts of money as opposed to a complete free-for-all. However you make an interesting point and I may just stick with the regular method but have checks and balances to keep the economy from getting too inflated.

zell12 11-08-2006 03:06 AM

Could have a tax system put in, just one idea.

ryu_no_bishie 11-08-2006 05:04 AM

Quote:

Originally Posted by konidias (Post 1240549)
I'm curious about this feature, because it presents quite a few problems that I'm not sure you thought about.

1. if there is a finite amount of money, what happens when it's all obtained? add more? if so, how is this different from an infinite amount? You're just going to keep adding more when it's needed so I don't see the difference.

2. I really don't think it's possible to have a finite money economy. Aside from problem number one... you also have to take into consideration the fact that not everyone who obtains money on your server is going to play forever. So if people leave, what happens to that money? It's sitting dormant in an inactive account. That money is essentially being taken from your finite resources and never being returned. Eventually that means there will be little to no money on the server.

number one isnt a problem, from what i read about this server, your money isnt going to be safe, it can be taken, also economy is based on how fast money is exchanged, not how much their is, that is called inflation. there should always be something to buy or make, if there isnt, then thats where the problem is

personaly i dont get how people will earn money if decentralization (trade) is supposed to be encouraged.

number 2 is a problem however, and thats where i run out of advice

MrAnonymous_P2P 11-08-2006 05:21 AM

Hey this may be kinda random and sorry for the spam but bgumeny you came to Niromia once and made us alot of cool levels and then you never showed up again.Whats up with that?

bgumeny 11-08-2006 05:41 AM

After taking your advice into account, Konidias, I have decided to scrap the idea of controlling the amount of money. I had been trying to think of some way to keep inflation and the economy in general from getting out of control, but that really isn't the way to go about it. Thanks for the input.

ryu_no_bishie 11-08-2006 05:47 AM

Quote:

Originally Posted by MrAnonymous_P2P (Post 1240679)
Hey this may be kinda random and sorry for the spam but bgumeny you came to Niromia once and made us alot of cool levels and then you never showed up again.Whats up with that?

incase you havent noticed bgumeny is making his own server, a unique one at that

zell12 11-08-2006 06:28 AM

Everyone needs to stop making new servers. Get together and make a good one. :)

warp2ukew 11-08-2006 06:40 AM

Add an "M" to your server's name and it's a city in Mississippi :)

bgumeny 11-08-2006 06:50 AM

Quote:

Originally Posted by warp2ukew (Post 1240717)
Add an "M" to your server's name and it's a city in Mississippi :)

You mean an N? I know there is a Meridian in Mississippi, but I'm not sure about Meridiam.

ryu_no_bishie 11-08-2006 07:00 AM

Quote:

Originally Posted by zell12 (Post 1240707)
Everyone needs to stop making new servers. Get together and make a good one. :)

getting together to work on something dosent always ensure something good simply because it has more people, often it can turn out worse if you dont have a good manager, or your staff are unmanagable (this seems to be more common)

zell12 11-08-2006 07:05 AM

Well, I figured mostly everyone would realize this, but I guess you proved me wrong in that sence.

Not everyone can be involved, obviously there is one or two exceptional people involved with these playerworlds, they should all leave them, get together and work on one big playerworld. :)


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