What would be fun, even if it doesn't give much in term of game play: skill like cooking, so you can make your own food....
Of course once you reach a certain level, money doesn't matter & you either buy food or create it just easily....
I'd picture something like alchemy, except for food..... maybe something level based? So the chance of success increases with level.
We could imagine some quests requiring some special dishes to complete, thus giving some challenge for players to find & / or make the correct ingredients....
Also maybe those food created could have special properties, like a random chance of doing something good to the player (or something bad, why not....).
After all we already have alchemy, smithing & such ^_-
Again, just my 2 cents...
What should we try to add next ?
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Re: Feature suggestions
Again, I suggest a clientside command "grep" or something similar that can go through the buffer and paste all matching lines (regexp or simple pattern)Ryo wrote:* add an argument to 'maps' command, to display matching maps only. It'll make it easier to see if a specified map is reset or not. Currently maps are displayed in weird order, thus it isn't always easy to see one specific...
I agree. The crap server sends to client should be reduced, casting ball of lightings on monsters with all your mana certainly lags your client nicely.Ryo wrote:* something like more arguments to 'listen'? So we don't see the zillion 'your lightning zaps/shocks <poor monster>' lines...
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And some more
Currently playing with scroll writing, and here's a nice feature i'd like to see: possibility to change the name of an item, specially a blank scroll.
I'm making a list of alchemy formuleas i have on a scroll, and i have in my inventory a scroll case.
So when i want to read the scroll/list, i issue 'apply scroll', and of course it applies / opens the scroll case....
I'd just want to rename the scroll to something like 'Formulea list' so i can apply/read it easily ^_^ And also not confuse it with another scroll.
Just too lazy to use the mouse, i know, but still... (besides, right now i'm using a mouse with only 2 buttons, hard to press the thrid, no? <grin>)
I'm making a list of alchemy formuleas i have on a scroll, and i have in my inventory a scroll case.
So when i want to read the scroll/list, i issue 'apply scroll', and of course it applies / opens the scroll case....
I'd just want to rename the scroll to something like 'Formulea list' so i can apply/read it easily ^_^ And also not confuse it with another scroll.
Just too lazy to use the mouse, i know, but still... (besides, right now i'm using a mouse with only 2 buttons, hard to press the thrid, no? <grin>)
Ideas
There should be a way to give an item directly to a player and each player should be able to set their accept policy (drop under, refuse, auto accept, prompt). This way no one can give 50000 lb boulder or other unwanted items to another player without the players consent.
Also, be able to trade items with a player. For example, I conditionally give 2 potions of power to Ryo, he accepts the trade from me but the transfer does not complete until I also accept the transfer which I won't do until he gives me 2 potions of Str. Once that happens, we both accept.
-- Rand
Also, be able to trade items with a player. For example, I conditionally give 2 potions of power to Ryo, he accepts the trade from me but the transfer does not complete until I also accept the transfer which I won't do until he gives me 2 potions of Str. Once that happens, we both accept.
-- Rand
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xulk wrote: Some great ideas from Anarchy Online:
Mission terminals: you can get dynamically created missions from where you can get uber stuff and xp
professions: No point at creating new character after you have maxed your old one because theres nothing new.. every damn character in crossfire can cast mage spells and so on
team spells: each profession in anarchy online has its own "buffing" spells to get team stats higher in skills or team transport spells to warp whole team at once
wear/wield requirements: put some requirements to armor and weapons.. like 18 str needed to wield Headcutter or edged weapons skill needs to be high enough (this needs implementing a skill system where you get skill points when you level and can then distribute these ppoints to skill you need)
nodrop items: some of the uber stuff needs a NODROP flag.. so it cant be sold to newbies
stuff for highlevel players: in anarchy online theres challenge even for lvl200 players.. like.. for killing a dragon you need several full teams to kill it even at high levels and doctors to heal you while you fight
Landcontrol areas: Guilds should be able to get their own land where they can place "towers" to give guildmates some bonuses to stats, guard towers which protect the land. once a day the landcontrol area changes to pvp mode when another guild (or more than one) can try to take it over

Re: Ideas
Perhaps the default could be the same as autopickup, to keep things simple ? Personaly, I think I would always have the same settings on those two settings.Rand wrote:There should be a way to give an item directly to a player and each player should be able to set their accept policy (drop under, refuse, auto accept, prompt). This way no one can give 50000 lb boulder or other unwanted items to another player without the players consent.
This ruins a good way to "backstab" someone and I think backstabbing can make games funnier. If a server doesn't want it, have a rule about it, don't hardcode it (just like playerkilling on some servers). In real life, one can't have these "safe" transactions and if you don't trust the person you want to trade with, don't trade with him (or trade via someone you trust). I think CF should work in the same way.Also, be able to trade items with a player. For example, I conditionally give 2 potions of power to Ryo, he accepts the trade from me but the transfer does not complete until I also accept the transfer which I won't do until he gives me 2 potions of Str. Once that happens, we both accept.
Re: Ideas
I doubt your opinion is the same after the first wave of Pure Windows Users.Pathor wrote:This ruins a good way to "backstab" someone and I think backstabbing can make games funnier. If a server doesn't want it, have a rule about it, don't hardcode it (just like playerkilling on some servers). In real life, one can't have these "safe" transactions and if you don't trust the person you want to trade with, don't trade with him (or trade via someone you trust). I think CF should work in the same way.

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Anti-microsoft guild!!!
So. Fix it when it becomes a problem. Until that's necessary, let's have fun kicking ... and banding together against the barbaric windows users. No offense to those of you that have attained civility.
Re: Ideas
If someone (windows user or not) doesn't give me what I want for my item, or gives me something else, I would simply stop trading with that person. After level 20 or so, how much harm can anyone really do? The most expesive items are worth something like 5000pc and one can find that within an hour as a lvl20 character. At higher levels, it takes more time to sell the treasures than to collect them...hoxu wrote: I doubt your opinion is the same after the first wave of Pure Windows Users.
