iWerking

Member
Hello. My first post. I am offering invitation to develop a hardcore roleplaying shard with a focus on mass-player-interaction and pvp.
I will provide all of the funding, and in the future there'll be paid positions. This will be an LLC company as well, and you'll be professionally included.
I'll upkeep a server that'll always be adequate for the player base.
You'll always have access to it as a Seer, and with trust a Game Master or Administrator.
I will give you subscriptions to many toolsets that will help you help me help us develop this into a beast of a server.
Your duties as an Administrator involve maintaining the discord, helping with the forums, assisting with the databases, and maintaining a Git copy of the project while also protecting it from outsiders to forward code snippets for implementation.

I will be there to provide answers via discord, forums, and via phone-text if you prefer.

So, I will just be writing about what I plan to include in the development. It is based on real life or realism heavily involved.
Terraforming; The central focus will be around Ultima Live, and giving that power to the players and by that a gameplay feature: terraforming; the map isn't static.

Custom simulated physics; snow falls its cold it also melts and makes people's clothes wet if they're wearing clothes,
wet and cold leads to hypothermia, so dressing appropriately for the storm is essential to survival; what does hypothermia do, causes the body to have to burn more calories to stay warm that enhances metabolism so requires more nutrients to maintain body temperature, this translates to slight requirement differences in food intake which translates to acquiring that food. This is the concept. This leads to begging, bartering, trade, and other gameplay. Players can pick up snow, harvest ice for refrigeration of food staving off spoilage that can lead to sickness.

Bloodlines; Players only get 1 life. Players (male) can bond with another player or npc to form a contract that either:
1) creates a deed that creates a character on their account factoring in like average attributes and frequency of skill use to provide bloodline debuffs/buffs, which modify the behavior of stat and skill gain.
2) creates an actual npc that players must train, feed, clothe, and protect, that can be assumed as a character on an account.
A) Either way, when players die there'll be a choice: restart at character customization, assume a bloodline character, or go through revival mechanics as a ghost involving your karma.

Raids; 100-person groups that uses the existing party gumps with pagination, going to try to include VitaNex's group loot feature, and roll out really challenging 100 person raid instances with lockouts.
 
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Implemented terraforming.
Shovel:
Players are able to 'dig' away land tiles degrading their Z and able to 'pile' the dirt that proceeds onto another tile and it smooths out over time.

Pickaxe:
Players are able to 'dig' away mountain tiles degrading their Z, revealing distributed granite that contains composite minerals and ore/colored ore and it regenerates.

Axe:
Players are able to 'chop' down hued trees into hued fallen logs that harvest into regular/colored logs and remove their stumps and they grow back.
Acquire seeds when the trees are felled, and grow those seeds back into the trees.

Hoe:
Players are able to 'dig' mushrooms, bushes, brush and rocks, and pick them up.
 
1 Life and PVP? It is going to be hard sell for people to play. You're going to find a lot of frustration from players and turn a lot of people off just by the description. Yes, it is hardcore, but people want entertainment not work grinding to have it thrown away might want to rethink your concept. Maybe a classic 3 Lives old arcade type thing could work along those lines. The bloodline concept sounds interesting. But you will need to have an End Goal type of scheme to attract players.
 
1. Single life hardcore, you don't start with 100 HP. More like 1000.
1.1 Equipment gives bonus hits, so most people will be rocking 1.2k-1.5k hp
1.2 Equipment gives a lot of base variability, little bit here little bit there sort of deal with properties.
1.3 People will end up getting killed by getting ganked during PvE combat.
1.3.1 There'll be practice arenas wherein people can train to be competitive duelists
1.3.1.1 Gambling Arena, queue for 1vs1 whoever is forfeits first has all the betters for his/her winning/living lose their bets.
1.3.1.2 Dueling Arena, queue for 1vs1 whoever is forfeits first loses; there's restrictive settings here, ie; no bandages, etc.
1.3.1.3 Battlegrounds, queue for 5vs5 deathball, 10vs10 capture the flag, 10vs10 king of the hill, 15vs15 control points, 40vs40 flash points.
1.3.1.4 Then, in the actual world, there'll be cities and player-cities that can be taken over but it's subject to your single life.

2. This is apart of single-life bloodlines:
2.1 You have a choice of being either a regular character or a bloodline character with randomly generated genetics;
2.2 Each day the server takes a sample of all character's attributes, their str/dex/int, and makes an average of it based on its previous records.
2.3 Male characters can get female characters pregnant, with the time acceleration the female remains pregnant for 2 weeks before a single or multiple contracts are given to the female character, then used gives a new character on your account, lol, or queues it up as a record for when there's an available slot it'll be made as when the contract is consumed.
2.4 Based on the parents average attributes and skills, the new character/baby contract consumer/gets modified skill and stat gain, for better or for worse.
2.5 When bloodline characters gain 1.0 skill also 0.5 skill is banked on the account.
2.5.1 Any other bloodline character can consume the banked skill points to regain up to the maximum that's been learned,
so for example a player might have 100 skill points banked but among all their characters only learned up to 70,
so may only regain up to 70 (leaving 30 remaining).
2.5.1.1 I wonder if I should also add that all of your descendant characters also gain some bankable skill points anytime their ancestors gain skill points, if this would be server overload without a queue/throttle.

3. Players can train other players to boost their skill gain, which involves a master's watchful eye (within 18 tiles) as a pupil gains skill.
3.1 For every 30 seconds of the watchful gaze of the master's eye on the pupil's training, the pupil gains a skill acceleration that persists afterwards.
3.1.1 This involves anti-macro mechanics that require a player's attributes to change at least every 30 seconds or the pupil isn't really training, and the training gets canceled and there's a throttle/cooldown, so players cannot simply stand there doing nothing to get the skill acceleration bonus.If players have the same stamina from one tick to another the benefit doesn't occur.
3.1.2 Multiple masters may overlap their total skill on the pupil, so every tick provides increased bonus skill acceleration.

4. Characters choose their stats/attributes via vendors in a city in heaven, lol, before their selections result in ultimately starting out in the world in a random main city that's currently safe/low # of total combatants in the city region or whichever city has the lowest total # of combatants basically.
4.1 This also applies to newly created/birthed characters that haven't logged in yet, their first login results in starting out in heaven-city-place.
4.2 You can build a microbuild: any # of skills, 1 skill at 80, 1 at 50, 1 at 40, rest <= 30.
4.2.1 Microbuilds doesn't count toward bloodline skill banks
4.2.1.1 Bloodline characters start with a randomized skillset.
4.3 Bloodline characters cannot change their starting randomized skillsets, ie; if a bloodline character started with 43.8 alchemy,
than the character's alchemy cannot be exchanged for another skill whereas a regular character could do this.

5. Players can also purchase skill manuals that help to accelerate their skill gain, or directly provide skill points.
5.1 Players of higher skill can craft these, which creates a textbook with a randomized value that's the skill limit,
so for example a textbook with between 50-90 skill, that rolls 86.4, only players with less than 86.4 can learn from it.
5.2 The limit here is that it's ink uses a commodity and its an expensive product, and players either have to survive
a highly skilled character to write a f'kin textbook or resort to acquiring the costs to purchase them.
5.3 There's a throttle based on your intelligence, and players with higher intelligence can learn from more textbooks.

The amount of time needed to 'bounce back' to where you were following a death shouldn't be longer than it takes a ghost to resurrect, right?
 
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The end-goal?

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If it takes you 20 minutes to defeat a person you dont want them coming back 5 minutes later w/ long hair
 
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Implemented a custom 'Clone Character On Logout' that handles all bugs.
1. When a player logs off, a clone is created of their character that's identical in every way
1.1 Same stats, skills, karma, fame, equipment, inventory and all child-bags.

2. The clones are initially blessed for 7 days and cantwalk=true
2.1 After 7 days, the clones become killable and hidden = true
2.2 If the clone is attacked, then the cantwalk=false
2.3 If the clone's combatant becomes null or if the combatant is farther away than >=24 tiles,
then the clone's cantwalk=true and hidden=true, the clone becomes stationary and hidden.
2.4 Players can use detect hidden to find hidden unblessed clones to kill/steal from
2.5 Killing an innocent clone results in a murder count; killing a criminal/murderer/guilded clone does not.
2.6 Looting from an innocent clone corpse results in a criminal action; looting a criminal/murderer/guilded clone does not.
2.7 A player associated to a clone also receives looting rights to the clone's corpse

3. Players that log into a clone that's been killed will also be killed, have their inventory and equipment wiped, and their body suppressed because the clone represented those actions.

4. Detect Hidden usage;
4.1 Players can detect hidden clones whom aren't blessed,
this occurs actively by using the skill and passively by walking around.

5. Forensic Evaluation usage;
5.1 Players can Forensic Evaluate clones whom are blessed to have a chance to determine
their remaining bless time until they're killable, the calculation is additively applied by unique mobiles
within a timeframe of 15 seconds contributes better chances of determining the answer;
5.2 Calculation: ( (player's ForensicEvaluation / (1 + (clone's fame))) * (Player's Intelligence) ),
even at maxes it's about 3% per attempt on a max-level fame clone, ~5 attempts in 15 seconds, ~15-25% chance to reveal the remainder.
5.3 Multiple players applying forensics results in increased chances by all to reveal the remainder,
and alas some clones just cannot be determined because they're too lord & lady

6. Use [AllowCarry before going offline to allow other players to [Carry your clone to another location,
this drains stamina to lift, to drop, to step, and to idle. So you cannot carry it indefinitely.
6.1 When players log in, they log into the location of their clone wherever it might be.
6.2 Players that log into a clone that's currently being carried by another player will cause the other player to drop the clone, restore the player's location and perform a status check on whether its alive.
6.3 Note; even with AllowCarry disallowed, if the clone loses bless status (after 7 days), clones can then be carried.

7. Hair and beard regrows on every world save which is every hour.
7.1 Hair and beard transitions to other hair and beard IDs every world save
7.2 A hair tonic or beard tonic delays the time until the hair transitions by 12 hours per use up to 7 days,
so if a particular hairID/beardID is liked then use a tonic to keep it for 12-168 hours.
7.3 When a clone's hair/beard transitions and a player logs back in, the player's hairID/beardID is set to the clone's, so your hair and facial hair will grow while offline; if a tonic isn't used.
7.4 Created BarbersScissors that displays a basic gump of all the facial hair itemIDs at a lesser growth phase,
and provides clickable button/options to change which ID your facial hair is, limited via usesremaining
 
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Implemenented aggro mechanics:
1. Existing ai's were swapped over to use aggro mechanics
1.1 When damaging a mobile the mobile builds up aggro entries of whomever attacks it
1.2 When healing a mobile the mobile builds up aggro entries of whomever heals their combatants around it
1.3 Whoever has highest aggro has aggro and is getting focused/attacked by the mobile

2. Generates aggro based on the contexts:
2.1 wearing a one-handed weapon w/ a shield: (damage * 1.2) + (Focus / 2.5) aggro generated
2.2 wearing a one-handed weapon w/out a shield: (damage * 2.4) - (Focus / 5) aggro generated
2.3 wearing a two-handed weapon: (damage * 2.4) - (Focus / 5) aggro generated
2.4 when healing: (healing * 2.4) - (Focus / 5) aggro generated
2.5 wearing just fists: (damage * 2.4) - (Focus / 5) aggro generated

Implemented shield taunt-mechanics
2. Works on existing OnThink which is the next tick
2.1 Double-click a shield to perform the following based on context:
2.2 target yourself, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.3 target an ally, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.4 target the ground, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.5 target a mobile, provides +300 aggro for 15 seconds that's removed afterward, and places you at top of the aggro meter; if dps stops generating aggro for approximately 5 seconds after a taunt the tank can build enough to hold aggro.
2.6 If no targets were hit than doesn't incur a 15-second cooldown.

Implemented shield taunt-immune mechanics
3. It's a custom Ai, also a basecreature boolean that can be flipped a runtime
3.1 Prevents the taunt from occuring, instead emoting *immune*
3.2 If aoe-taunt is used with 1 creature in the midst of the group, only this creature w/ the flag on won't be taunted.
 
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Implemented a nutrition system:
1. Based around real world nutrition
1.1 Strength is gained by eating a healthy diet without a lot of simple sugars rich in protein
1.2 Dexterity is gained by eating a healthy diet without a lot of simple sugars rich in carbohydrates
1.3 Intelligence is gained by eating a healthy diet without a lot of simple sugars rich in fatty acids
1.4 Simple sugars contribute to the bulk mass needed to either gain or lose.

2. It's based on stat-codes, so whenever doing anything skill-related you'll burn calories with specific attributes
2.1 The burned calories are what determines whether you'll have a chance to gain in strength, dexterity, intelligence.
2.2 As long as your caloric surplus, you'll have a chance to gain stats improved by macronutrients.
2.3 As long as your caloric deficient, you'll have a chance to lose stats mitigated by macronutrients.

3. Okay, for example, if you eat some bread, you'll gain:
3.1 45 calories
3.2 3 short carbohydrates
3.3 1 medium carbohydrate
3.4 4 long carbohydrates
3.5 1 fatty acid
3.6 1 protein

4. Okay, for example, if you eat some fish, you'll gain:
4.1 65 calories
4.2 0 short carbohydrates
4.3 0 medium carbohydrate
4.4 0 long carbohydrates
4.5 1 fatty acid
4.6 14 protein

5. Every sixth world save, the attribute gain/loss is applied, which is approximately every hour.

6. It's difficult to grasp, however the takeaway is the more calories you eat combined with the more activities you do,
the better chances you have to gain attributes. Likewise, eating a deficit combined with activities there's higher likelihood of stat loss.

7. Hmm, even while deficit in calories, you can target specific stats to lose/retain/gain
7.1 Or, eating a lot of protein and fat but not carbohydrates will cause you to retain strength and intelligence but lose dexterity
7.2 Or, eating a lot of carbohydrates and fat but not protein will cause you to retain dexterity and intelligence but lose strength.
7.3 Or, eating a lot of protein and carbohydrates but not fat will cause you to retain strength and dexterity but lose intelligence.

8. You'll burn about 2 calories per action, such as striking w/ your hands, or mining w/ a pickaxe, or shooting a bow, or crafting a potion, or using animallore, or healing yourself, etc.
8.1 You need to be surplus calories to the # of calories burned to gain stats
8.2 You need to be deficit calories to the # of calories burned to lose stats
8.3 however you can still retain them w/ high intake of isolated macronutrients, such as protein will help retain strength, fatty acids will help retain intelligence if you're deficit in calories v.s. the burned calories; so if you're doing an absolute-ton of activities without feeding yourself scenario.
 
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Total amount
$105.00
Goal
$500.00

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