So, if I was the dev for UO and had to redo everything about UO and Siege from scratch. Many of these are far out complete revamps of current set-up and will never be implemented, but a boy can still dream right? A lot of these would need to be tweaked for balancing (ie if I say reduce dexxer special move mana cost by ½ this may be too much or to little, but it still has an overall reaching purpose that I’m trying to accomplish).
Since my list is pretty damn big, I’m going to post it section by section. I also am listing the intended purpose of the change as well.
Economy changes:
- Purpose – stop gold faucets. Monsters do not drop gold. Instead monsters drop resources or items that others need to use, such as what they drop now feathers, arrows, leather, special resources (peerless stuff). But also include more reagents, perhaps things like coal which are needed to fire a blacksmith pit. Essentially monster hunting needs to have a purpose since they no longer carry gold.
- Purpose – stop gold faucets. The programming needs to keep track of all gold, and since monsters do not drop any gold, the only way gold is created and distributed is as follows. Back in the programming language there is a central gold depository. For every character that is created on the shard, the character gets say 1k gold, and the central depository gets 9k gold. The only way to get gold out of the central depository is via quests. This can be the escorts, this can be go kill 10 dragons and you’ll get 500 gold, etc. The purpose here is that for every ACTIVE character, there is only a total of (# of active characters x 10,000) gold ever in the economy. So there is no inflation. Gold is exchanged player to player by buying and selling items. This way the average wealth of all players is always around 10,000 gold. If the central depository runs out of gold, it can no longer offer quests. The central depository regenerates gold by either increasing population or the NPC transaction fee as mentioned below. Of course this could be 100,000 gold, or 1,000,000 gold per person instead of 10,000 but it still limits the total amount of gold ever available.
- Purpose – make towns have a purpose. Delete all player vendors.
- Purpose – make towns have a purpose. NPC town vendors act as player vendors in the sense if I am an alchemist, I make a greater heal keg, I put it on an NPC town vendor and list my price, say 10,000 gold. When the item is sold, the NPC keeps a portion of the sale as a transaction fee, between 2%-5% to act as a gold sink, and the remaining amount is automatically deposited in your bank account. This would also allow competition amongst crafters because if you put a greater heal keg on the vendor for 10k, I can put it for 9,900. NPC town vendors act as a salesperson for all PCs.
- Purpose – make towns have a purpose and crafters useful. All items sold on NPC vendors must be created by PCs or acquired through monster hunting (ie NPCs do not spawn any items, not even reagents – things like bottles created by sand would need to be better balanced, something like 1 sand = 50 bottles as well as I’m sure other items).
- Purpose – make towns have a purpose. Also the best items could only be sold at their natural home towns. For example, Skara Brae is the city of Rangers, who typically use archery. So the best archery weapons could ONLY be bought and sold at the Skara Brae bowyer. Jhelom could sell the best swords, Serpents hold the best maces, etc. (See faction changes as well to complement this change).
Faction changes:
- Get rid of faction arties.
- Make reds have to join SL or Minax, blues TB or COM.
- Make guards killable and no-guardwhacking, or teleporting and persistent.
- *All* guards would have to be set up by their faction owners.
- TB or COM would set up blue guards, who would automatically attack reds, greys, or opposing factions.
- SL or Minax would set up red guards, who would automatically attack blues, greys, or opposing factions.
- To take a town, you would actually have to go through and kill all the guards, and set up your own (perhaps make a timer on how often this can happen).
- Now, there is a purpose to taking the town of say Skara Brae. If SL or Minax take Skara Brae, they now have a monopoly on the sale/trade of all the best archery weapons.