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    Author Topic: Server ideas/concepts  (Read 6190 times)

    0 Members and 1 Guest are viewing this topic.

    OfflineElrick

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    Re: Server ideas/concepts
    « Reply #100 on: December 28, 2014, 10:39:27 PM »
    ^ I like that actually very realistic.

    It kind of gives me a really cool idea. Why can't cities have an interactive map of when a certain npc does a certain action every second/minute. Like you could set it so an npc stays in his home from  11pm to  8am. Gets up, goes to the bank, goes down the ladder and starts mining. Etc.
    So basically a city worth of Max's? I could stand that.

    I also love the idea of more NPC vs NPC battles occuring. Khazard vs Gnomes is cool, but I would love to see more sporadic events occuring. Like maybe a  random wizard could spawn and as he walks by a goblin area the goblins would notice him and begin banding together to fight him.

    EDIT: For higher revisions, I would love to see Runespan become the norm for rune collection. Just up the amount of runes obtained per successful siphon.
    « Last Edit: December 28, 2014, 11:21:52 PM by Elrick »
    http://www.moparscape.org/smf/index.php/topic,639149.0.html
    Support adding the
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    OfflineUncalled

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    Re: Server ideas/concepts
    « Reply #101 on: December 29, 2014, 02:51:25 AM »
    How do we keep it fair to pkers?
    What? Random pvp drops is how you keep it fair to pkers. Add skilling supplies (i.e. Noted magic logs, or raw monkfish, etc., depending on your economy), and other nonessential items for pking to. Or simply, a pvp store. "But pvp stores are where you get gear for pking!" Make a second one. Don't call it a "PVP Store", call it, "PK Point Supply Depot", where you can buy miscellaneous goods.


    Offlinearham 4

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    Re: Server ideas/concepts
    « Reply #102 on: December 29, 2014, 09:41:05 AM »
    ^ I like that actually very realistic.

    It kind of gives me a really cool idea. Why can't cities have an interactive map of when a certain npc does a certain action every second/minute. Like you could set it so an npc stays in his home from  11pm to  8am. Gets up, goes to the bank, goes down the ladder and starts mining. Etc.
    Thats my goal tbh at one point. Making the entire world interactive. That's why I made
    FroyoScape's Event Guy Idea[/url]

    Like seriously. People should utilize these NPCs in major cities. Town crier? How many servers besides mine have actually bothered to use those?
    « Last Edit: December 29, 2014, 09:42:42 AM by arham 4 »
    lolol remember when mopar was a thing


    Offlinesk8rdude461

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    Re: Server ideas/concepts
    « Reply #103 on: December 29, 2014, 11:13:29 AM »
    You guys are taking what Grand Theft Auto has been doing and are putting it in a server.

    Not saying it's bad. I'm just saying.

    Example:


    GTA 5 NPCs basically live their own lives, separate from what you're doing. So you could literally follow one as it went to the store, to eat, etc.

    OfflineLoveandpower

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    Re: Server ideas/concepts
    « Reply #104 on: December 30, 2014, 02:54:40 PM »
    So what you saying is we need to make a grand theft auto version of a rsps... xD

    That sounds like fun to be honest
    I just don't care anymore.

    Offlinerunescape sucks

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    Re: Server ideas/concepts
    « Reply #105 on: December 30, 2014, 03:18:28 PM »
    Kind of relevant, someone on rune-serber was talking about a bot class that behaved similar to a player (just randomized inputs) and this sounds similar to what you're talking about.

    https://www.rune-server.ee/runescape-development/google/show-off/561994-serversided-bots.html

    However, I do like the idea of just casual NPC encounters, because it adds a life to the server.
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    OfflineVain_

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    Re: Server ideas/concepts
    « Reply #106 on: December 30, 2014, 05:14:30 PM »
    i wouldnt go about creating a "player" simply to add logic to npcs.

    OfflineLoveandpower

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    Re: Server ideas/concepts
    « Reply #107 on: December 31, 2014, 07:34:22 PM »
    i wouldnt go about creating a "player" simply to add logic to npcs.
    reasoning behind this? If each npc has a schedule then a player can understand the lore?
    I just don't care anymore.

    OfflineVain_

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    Re: Server ideas/concepts
    « Reply #108 on: December 31, 2014, 10:37:51 PM »
    i wouldn't create a player object simply to add logic to an npc, when you can easily add logic to the npc itself

    Offlinelare69

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    Re: Server ideas/concepts
    « Reply #109 on: January 01, 2015, 02:39:38 AM »
    i wouldn't create a player object simply to add logic to an npc, when you can easily add logic to the npc itself
    agreed
    hi. check out luna:)

    Offlinearham 4

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    Re: Server ideas/concepts
    « Reply #110 on: January 09, 2015, 07:12:46 PM »
    Kind of relevant, someone on rune-serber was talking about a bot class that behaved similar to a player (just randomized inputs) and this sounds similar to what you're talking about.

    https://www.rune-server.ee/runescape-development/google/show-off/561994-serversided-bots.html

    However, I do like the idea of just casual NPC encounters, because it adds a life to the server.
    I did that once. In World 901, I made a minigame that literally made a new player and he could talk and everything.

    Code: Java
    1. Player host =new Player(new PlayerDetails(null, "Host", "world901", null, null));
    Code: Java
    1. packageorg.rs2server.rs2.event.impl;
    2.  
    3. importorg.rs2server.rs2.event.Event;
    4. importorg.rs2server.rs2.model.*;
    5. importorg.rs2server.rs2.model.minigame.impl.World901;
    6. importorg.rs2server.rs2.net.ActionSender;
    7. importorg.rs2server.rs2.util.Misc;
    8.  
    9. /**
    10.  * Created with IntelliJ IDEA.
    11.  * User: Arham 4
    12.  * Date: 9/17/13
    13.  * Time: 8:26 PM
    14.  * Purpose: To show the 'Host' of the World 901 Minigame.
    15.  */
    16. publicclass HostMinigameEvent extendsEvent{
    17.  
    18.     /**
    19.      * Creates an event with the specified delay.
    20.      *
    21.      * @param delay The delay.
    22.      */
    23.     public HostMinigameEvent(long delay){
    24.         super(delay);
    25.     }
    26.  
    27.     int timer =0;
    28.     Player host =new Player(new PlayerDetails(null, "Host", "world901", null, null));
    29.  
    30.     /**
    31.      * The execute method is called when the event is run. The general contract
    32.      * of the execute method is that it may take any action whatsoever.
    33.      */
    34.     @Override
    35.     publicvoid execute(){
    36.         if(timer ==0){
    37.             host.setTeleportTarget(Location.create(2120, 4914, 0));
    38.             host.face(Location.create(host.getLocation().getX()+1, host.getLocation().getY(), host.getLocation().getZ()));
    39.             World.getWorld().register(host);
    40.             host.forceChat("Welcome");
    41.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    42.                 player.getActionSender().turnCameraToLocation(Location.create(2120, 4914, 0), 2);
    43.                 player.getActionSender().moveCameraToLocation(Location.create(2125, 4915, 0), 1000, 0, 10);
    44.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "Welcome");
    45.             }
    46.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    47.         }
    48.         if(timer ==2){
    49.             host.forceChat("to World 901.");
    50.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    51.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "to World 901.");
    52.             }
    53.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    54.         }
    55.         if(timer ==7){
    56.             host.forceChat(World.getWorld().getWorld901().getPlayer().size()+" of the world's greatest rulebreakers in the game");
    57.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    58.                 player.getActionSender().turnCameraToLocation(Location.create(2132, 4923, 0), 2);
    59.                 player.getActionSender().moveCameraToLocation(Location.create(2132, 4923, 0), 1000, 0, 10);
    60.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, World.getWorld().getWorld901().getPlayer().size()+" of the world's greatest rulebreakers in the game");
    61.             }
    62.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    63.         }
    64.         if(timer ==16){
    65.             host.forceChat("have been put into this Draynor Village");
    66.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    67.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "have been put into this Draynor Village");
    68.             }
    69.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    70.         }
    71.         if(timer ==23){
    72.             host.forceChat("in order to prove who is the best player.");
    73.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    74.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "in order to prove who is the best player.");
    75.             }
    76.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    77.         }
    78.         if(timer ==32){
    79.             host.forceChat("Only one of you will leave this place with a grand prize");
    80.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    81.                 player.getActionSender().turnCameraToLocation(Location.create(2149, 4916, 0), 2);
    82.                 player.getActionSender().moveCameraToLocation(Location.create(2149, 4916, 0), 1000, 0, 5);
    83.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "Only one of you will leave this place with a grand prize");
    84.             }
    85.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    86.         }
    87.         if(timer ==38){
    88.             host.forceChat("The winner will get more money and pride");
    89.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    90.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "The winner will get more money and pride");
    91.             }
    92.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    93.         }
    94.         if(timer ==45){
    95.             host.forceChat("and of course some extra, true rewards.");
    96.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    97.                 player.getActionSender().turnCameraToLocation(Location.create(2120, 4914, 0), 2);
    98.                 player.getActionSender().moveCameraToLocation(Location.create(2125, 4915, 0), 3250, 1, 5);
    99.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_1, "and of course some extra, true rewards.");
    100.             }
    101.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    102.         }
    103.         if(timer ==53){
    104.             host.forceChat("I wish you all good luck...");
    105.             for(Player player : World.getWorld().getWorld901().getPlayer()){
    106.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.CALM_2, "I wish you all good luck...");
    107.             }
    108.             host.face(World.getWorld().getWorld901().getPlayer().get(Misc.random(World.getWorld().getWorld901().getPlayer().size()-1)).getLocation());
    109.         }
    110.         if(timer ==58){
    111.             for(final Player player : World.getWorld().getWorld901().getPlayer()){
    112.                 player.getActionSender().removeAllInterfaces();
    113.                 player.setTeleportTarget(World.getWorld().getWorld901().getPseudoRandomLocation());
    114.                 player.getActionSender().stopCinematics();
    115.                 player.getActionSender().playSound(Sound.create(3302, (byte)1, 0));
    116.                 player.getActionSender().sendDialogue(host.getName(), ActionSender.DialogueType.PLAYER, -1, Animation.FacialAnimation.DISTRESSED, "FIGHT!");
    117.                 player.getCombatState().setCanMove(true);
    118.                 World.getWorld().submit(newEvent(100000){
    119.                     @Override
    120.                     publicvoid execute(){
    121.                         if(player.getMinigame()==null||!World.getWorld().getWorld901().gameStarted){
    122.                             this.stop();
    123.                         }
    124.                         player.incrementWorld901Duration(1);
    125.                         if(player.getMinigame()==null||!World.getWorld().getWorld901().gameStarted){
    126.                             this.stop();
    127.                         }
    128.                     }
    129.                 });
    130.             }
    131.             World901.canAttack=true;
    132.             World.getWorld().unregister(host);
    133.             this.stop();
    134.         }
    135.         if(timer >=0){
    136.             timer++;
    137.         }
    138.     }
    139. }

    Lol
    « Last Edit: January 09, 2015, 07:14:24 PM by arham 4 »
    lolol remember when mopar was a thing

    OfflineProject Territh

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    Re: Server ideas/concepts
    « Reply #111 on: February 02, 2015, 09:33:49 AM »
    I've been trying to implement several things into my server, as I am still a newbie in Java it's challenging. If you want to take a look at some of my ideas in action head over to
    https://forum.moparscape.org/index.php/board,125.0.html/


    Anyway, here are some ideas I have.

    -Good karma bad karma system, can be seen at work in my server above.
    -Capturing players for bounties and getting a cash reward for it.
    -Discoverable locations, once you find a location on the map you gain access to it by fast travel.
    -NPC followers that you can give commands to, similar to summoning.
    -Each city depending on your karma is neutral, enemy, ally. Those who are ally you can trade with and barter, those who are neutral you can visit but not trade, those who are enemy will attack you once you are close.
    -Perks that increase a player of having a special dialogue option.
    -Some dialogue options require a certain level of speech.
    -Repair and make own equipment with a certain smithing level.
    -Custom quest that are lengthy and rewarding.


    An example of perks within the karma system...




    https://gyazo.com/650a0305c5b440cb1b869037ae8fa09b


    Bounties




    Custom titles




    I'll add more later.
    Working on a solo project, work in progress.

    OfflineCres

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    Re: Server ideas/concepts
    « Reply #112 on: February 02, 2015, 03:42:42 PM »
    Perks. Unlockable passive abilities which only apply in specific conditions.

    e.g.:

    Duelist; for every 3 stab or slash based attacks from any sword or longsword, the fourth hit will have a decreased attack delay.
    Berserker; every crush based attack has a chance of stunning the enemy. The same enemy cannot be stunned again for 3 seconds.
    Back-at-ya; while autocasting, you will instantly cast the last spell used against you against your target, for no additional cost of runes.
    Metal fatigue; succesfull ranged attacks will decrease the target's defence against the next ranged attack.
    « Last Edit: February 02, 2015, 03:45:14 PM by Cres »
    And I can find myself alone with just my thoughts
    As time crumbles away

    Avenged Sevenfold - Darkness Sourrounding

    Offlinearham 4

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    Re: Server ideas/concepts
    « Reply #113 on: December 22, 2015, 09:23:57 PM »
    Perks. Unlockable passive abilities which only apply in specific conditions.

    e.g.:

    Duelist; for every 3 stab or slash based attacks from any sword or longsword, the fourth hit will have a decreased attack delay.
    Berserker; every crush based attack has a chance of stunning the enemy. The same enemy cannot be stunned again for 3 seconds.
    Back-at-ya; while autocasting, you will instantly cast the last spell used against you against your target, for no additional cost of runes.
    Metal fatigue; succesfull ranged attacks will decrease the target's defence against the next ranged attack.
    I, in the past, have made tons of extensions to this idea too:

    Quote
    RuneScape's combat tends to be the same. Now we aren't looking to make a new EoC or anything, but we ARE looking to add some nice features.

    If the player is using the slash combat style, the player has a chance to make the opponent bleed. If the player is using Ranged, the player has a chance to make an arrow stuck in the opponent's skin. Also, if the player is using Ranged, and the combat style is accurate then they have a more accurate chance of getting the arrow stuck in the opponents skin. The victim, in turn, will try every turn of theirs to get the arrow out until they succeed doing so. Now, I will summarize every possibility.

    Combat Type (Melee or Ranged) --- Combat style (Stab, Accurate, Slash, etc.) --- Effect --- Percent chance for effect
    Melee --- Stab --- The ability to make the opponents Attack decrease by 2 - 5. --- 10%
    Melee --- Slash --- The ability to make the opponent Bleed. --- 5%
    Melee --- Crush --- Crush the player. Inflicting 1/8 of their health. --- 10%
    Ranged --- Make an arrow stuck on the victim. --- 5%
    Effect --- Remedies
    Bleed --- Put a bandage on.
    Having an arrow stuck on you --- Wear Magic Secateurs or wait for the effect to go away. Your player has a 70% chance of taking the arrow out themseves. However, if he does, it will hurt your player considerable damage.
    Having a stat drained --- Drink a restore potion.
    Having yourself get crushed --- Wearing something that neutralizes crush effect (chainbodies, or a sq shield, or defenders).
    From: [474]World 901 - Your soon to be destiny, just steps away... - The Last Destiny.

    A Ranking System
    Inspired by Call of Duty: Modern Warfare 2

    Features:
    • Pk Points
    • Killstreaks
      • Most killed record
    • Experience
    • Rank names
    • Bonuses by killstreak
    • No use of process




    BUMP TO THIS GENIUS TOPIC
    lolol remember when mopar was a thing

     

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