kshinji wrote:I am setting up new server.
Excellent. I wish you luck. One thing that does concern me though is that a lot of the changes you list below are really very extensive (to the point of rewriting bits of the game in some cases) - at least until you have your server up and running, it may be better to focus on the more minor details first (although I know very well how tempting the shiny new ideas can be).
I've commented below on the likely degree of effort to implement many of these points - this is not intended to be overly critical (indeed, I think many of the points you list are things that are really needed), but more something to (hopefully) help you sort out what you need to do in what order to create most of the effect you want to achieve quickly.
kshinji wrote:
If everything goes okay, this will be server, wher no ibanish players could stay alive - nobody will give n00b invisibility item or good heavy rod, cause they will worth to much. No_sockpuppeting will preserve ibanish players from getting max level. etc etc.
What special on my server?
I'm curious as to how you would intend to prevent sockpuppetting. At some level, you can't avoid it. - it would be possible to check incoming connections and drop anyone from a duplicate IP address, but then multiple players behind the same NAT wouldn't be able to use the same server, and a dedicated sockpuppeter would still be able to use proxies.
kshinji wrote:
GAMEPLAY:
- each monster have its HP mulitplied by X (probably 5)
- less monsters on maps
If you read the mailing list archives, you will see that I have been trying to rally support for doing this project-wide.
A working server which implements this would probably be vwery helpful in this respect.
kshinji wrote:
- death makes you got ban for X minutes (probably 15)
You will want to hook a plugin into EVENT_DEATH to achive that.
kshinji wrote:
- magical items have much lower abilities
- less massive magic spells
that's going to involve rather extensive archetype changes, and maybe a few tweaks to the spell code also.
kshinji wrote:
- talismans objects added (one can wear fe. LEVEL of them )
There are already talismans in the game, I'm not sure I understand how your approach is different.
kshinji wrote:
- less rapid money gain
I'm curious as to how you would intend to achive that.
kshinji wrote:
PKING:
- Pking gives no exp, but dead player losses all stuff that he had
That would be evil (and would also involve hooking a script into EVENT_DEATH again)
kshinji wrote:
- After pking, pked gots permdeath (insurance possible to buy, gets more expensive if you die more often)
Sounds like an interesting approach, but I don't see how you will prevent an issue with an isolated griefer making the game unstartable to new players. - maybe give them one free resurrection at the start of the game (taking them to a safe place, where death is explained to them).
kshinji wrote:
- Pking skill (assasination ) test decides if pker will be imprisoned or not.
I had been (before I got distracted by something else) working on a reputation system, that would seem to be closer to what you want. - PK-ing reduces reputation, and then when you commit a crime, your reputation, charisma and the relevant skill give your chance to get caught (obviously an upstanding member of the community would /never/ be capable of murder).
kshinji wrote:
MAPS:
- completely new world map
I think maybe you are underestimating the amount of effort that would take, to get a world of any size would take months.
kshinji wrote:
- shopping depends on supply and demands
This has been tried before and failed. The problem is that everyone sells, and no one buys - unless you can find a way to rectify that, then prices for everything will plummet.
kshinji wrote:
BUGFIXES:
- Big gamesaves each X hours. After crash server goes back to last bigsave to avoid doubling items.
I'm not sure this is the correct solution; I'm inclined to say it would be more sensible to have a system of UIDs for items, so that at item creation a UID is defined for the item, and then any items with the same UID are duplicated. (storing these across stacks is a little trickier).
kshinji wrote:
- Temp ban and no perm xp might be treated as bugfix for sockpuppeting
admin of that could be nightmarish.
kshinji wrote:
Hereby i would like to ask if it is possible to make my server become original cf server, get high place on metaserver, forum here and additional DM's to help me? =-D
Anyone can have their server listed on the metaserver, read the settings file for instructions on how to do this.
Forums are under Leaf's control, although presumably this new server of yours would need to have a name before it could have a named forum for it.
As far as dm's are concerned, I can only speak for myself. I do not wish to dm any server; however, I would be more than willing to help out in a more technical capacity - tracking down bugs you run into or the like. - Probably you would want to look at the long term players who have characters on multiple servers already, this may suggest they like the game, but haven't yet found a server to call 'home'