Map suggestion for the new server ...
Posted: 07 May 2008, 14:53
I don't know if you can do this with eAthena, or do I care since we aren't going to be using it in the future ... But I thought a map should have it's own drop table that amplifies/modifies a monster's drop table. Example: When you're in an ore cave monsters would drop ores more frequently than other items because it's a natural resource that the monster may have come across in his time there. Or in a forest, a monster will drop more "foresty" items like berries, twigs, herbs, etc. I would almost go so far as to say that only maps should have drop tables, and not monsters (unless of course its an item that a monster is actually using like an imp or troll with a knife or helmet could possibly drop that). It's more of a natural resource thing as opposed to the current method.
Another map idea is a map classification system, that defines a map as a certain type allowing/restricting certain races/equipment to travel on that map. A couple of examples: Remember that cave in FF2 where you could only wear leather/cloth clothing and use wooden weapons because of the magnetism in the cave. Or how about on desert maps you don't want to wear heavy armor because of the heat, or vise versa, on a snowy map you don't want to go prancing around in your underpants. What if certain maps were poison marshes or spiky rocks that would cause damage if a player didn't have shoes on. How about for the fish people (tritans) can travel on maps that are underwater or at least moist like a watery cave or a marsh while they can't travel into the desert (without special equipment). Same goes for regular humans, they can't go underwater without diving equipment. Finally, high above the earth (cloud maps) gravity is less effective allowing you to carry more stuff or wield weapons/armor that is normally too heavy for you, and vise versa, the closer you get to the core the heavier items are because gravity is stronger.
Discuss amongst yourselves ...
Another map idea is a map classification system, that defines a map as a certain type allowing/restricting certain races/equipment to travel on that map. A couple of examples: Remember that cave in FF2 where you could only wear leather/cloth clothing and use wooden weapons because of the magnetism in the cave. Or how about on desert maps you don't want to wear heavy armor because of the heat, or vise versa, on a snowy map you don't want to go prancing around in your underpants. What if certain maps were poison marshes or spiky rocks that would cause damage if a player didn't have shoes on. How about for the fish people (tritans) can travel on maps that are underwater or at least moist like a watery cave or a marsh while they can't travel into the desert (without special equipment). Same goes for regular humans, they can't go underwater without diving equipment. Finally, high above the earth (cloud maps) gravity is less effective allowing you to carry more stuff or wield weapons/armor that is normally too heavy for you, and vise versa, the closer you get to the core the heavier items are because gravity is stronger.
Discuss amongst yourselves ...