Z
Zyon Rockler
Guest
Well, I have done my study of facebook games and have established about 10 different types and I think the reason that they are so popular is the unconscienceness of doing something that seems real, even though of course it is not perfect, it has the basic rhythm of life and that of which is probably the core essence, time.
So, I was wondering what it would be like if UO added a system that worked like these games did. Not the part where it tells you to tell all your friends and not the part where it asks you for money but the part that is based on time.
I think it could be implemented easily and when I think about the systems UO currently has, they already have these factors but it is not as addicting because your chances of success are to easy.
Example: The plant system, you plant something and then you know that the next day you will need to take care of your plants. So, if you miss that whole day, you will fail and then the server will check the plants once again after another 24 hours.
The problem is that it is taking to long. What if there were certain plants that grew faster or slower. Like maybe the orange brushel could grow its' first cycle in only 6 hours so that you would have to come back 2 times during the day to take care of your plants.
Of course, different systems could adopt the same system of something taking so much time to produce. For example: Cooking, If you used a certain type of oven, like the elven oven, it could give you a time bonus, then you could collect apples from apple trees, peel the apples with a peeler, cut the apples, make dough, get a pie pan from the tinker and then cook the apple pie for say, maybe, 2 hours.
Then they could add energy to characters, who would then need to eat to refill their energy. So, then people would need to buy the apple pies but these are just examples and ideas that I thought I would throw out there. Hopefully, we could see something like this in the future.
So, I was wondering what it would be like if UO added a system that worked like these games did. Not the part where it tells you to tell all your friends and not the part where it asks you for money but the part that is based on time.
I think it could be implemented easily and when I think about the systems UO currently has, they already have these factors but it is not as addicting because your chances of success are to easy.
Example: The plant system, you plant something and then you know that the next day you will need to take care of your plants. So, if you miss that whole day, you will fail and then the server will check the plants once again after another 24 hours.
The problem is that it is taking to long. What if there were certain plants that grew faster or slower. Like maybe the orange brushel could grow its' first cycle in only 6 hours so that you would have to come back 2 times during the day to take care of your plants.
Of course, different systems could adopt the same system of something taking so much time to produce. For example: Cooking, If you used a certain type of oven, like the elven oven, it could give you a time bonus, then you could collect apples from apple trees, peel the apples with a peeler, cut the apples, make dough, get a pie pan from the tinker and then cook the apple pie for say, maybe, 2 hours.
Then they could add energy to characters, who would then need to eat to refill their energy. So, then people would need to buy the apple pies but these are just examples and ideas that I thought I would throw out there. Hopefully, we could see something like this in the future.