Housing?

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zick
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Post by zick » Thu Nov 22, 2007 4:34 am

hey i came up with a much simpler solution to the housing idea. ok since the server is still young towns should be big enough to house the amount of people allowed on a server divided by the number of town areas. i use the term town area because i think town areas should be broken into 3 types: tribal areas (smaller unprotected pockets of civilization that enemies can roam around in, typically has a smaller set of attractions and a village chief), towns(maybe solid mud walled (protected) areas with lots more but not all types of attractions and maybe a governors mansion), cities (brick or block walled town area surrounding a castle) ... each town should have houses intermingled amongst shops/attractions/etc. maybe even bigger towns can have street names. cities should have houses as well as apartments ... i think housing should cost something whether its a large one time fee or a small daily amount. so as a mapper makes a town area, housing is part of the design process, but maybe isn't totally necessary to have every house drawn to the map. as a map updates more houses can be added sorta like in real life. there will just be empty areas. each house has a locking door that the owner needs to have a key to open (key is an item that he must always carry if he wants to enter his house) and keys can be duplicated by blacksmiths so that people can share housing (as in guilds).
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Jaxad0127
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Post by Jaxad0127 » Wed Nov 28, 2007 5:27 am

What if each town has a guild house that each guild could buy 'space' in. Each guild's area would be a unique instance, either per town that they've bought space in or a shared one for all towns. If they're unique in every town, the guild would have a headquarters in a certain town that could have special properties (like the guild's only/largest store house). If each town shares the instance, the server would remember which town the player came from and return them to it.\ when they leave. This method also has the posibility of requiring the guild to buy the entrance in each town.
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Post by Hommer » Wed Nov 28, 2007 5:47 am

Idea: When the new server comes out, and their is a guild function. What about Guild castles? For guilds that become well known in tmw. This could be a rare thing, so people would be encouraged to join a guild, or make their own and grow strong in either. This would encourage more group play. Also It would just have to check if they are part of the guild, when they go to enter the castle. Also would give new guilds something to work forward to.
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Post by Hommer » Wed Nov 28, 2007 6:06 am

Guild housing: Me and a friend of mine made a game, and we scripted this. Would this work for tmw?

*edit* also to use this you need to have a map set up with a templete, i could tell you more about this if you want to know.


- All maps between map 200 and map 250 are playerhouses.
- A player can buy a playerhouse by going inside a house and pressing /playerhouse buy, after that there name will be on a little sign in the corner of the map.
- After that, a playerer can "build" a house pressing /playerhouse build. This will cost 5000 coins. When they enter the command, they'll be warped to a map where they can chose how they want the house to look (a template so to speak), and if they like it they step on the most left bottom tile, and it will get copied to the house they bought.
- When they have a house build, or before that, they can use /playerhouse item, to place a item (table/chair, w/e) on the map.
- They can use /playerhouse clearitems to clear all the items on the map.

Player Commands:
/playerhouse buy - will buy the current map as playerhouse (if you have a house permit, and if it is for sale).
/playerhouse build - will build a template house into your playerhouse.
/playerhouse item - places an item on your current location
/playerhouse clearitems - will clear all items you placed (recopy template)

Code: Select all

Case "/playerhouse build"
If GetPlayerMap(index) > 250 or GetPlayerMap(index) <200> 250 or GetPlayerMap(index) <200> 0 Then
	If GetPlayerMap(index) > 199 and GetPlayerMap(index) < 251 Then
		Call ClearHouse(index, GetPlayerMap(index))
	Else
		Call PlayerMsg(index, "You have to be in a playerhouse to do this!", 12)
	End If
Else

	Call PlayerMsg(index, "You have to be a GM to use this command!", 12)
End If
Exit Sub

Case "/playerhouse open"
locationtemp = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns")

If GetVar("house.ini", "maps", "" & locationtemp & "owner") = GetPlayerLogin(index) & GetPlayerCharNum(index) Then
	Call PutVar("house.ini", "open", "" & locationtemp, "1")
	Call PlayerMsg(index, "Your house has opened entrance!", 10)
Else
	Call PlayerMsg(index, "You do not own a house!", 12)
End If
Exit Sub

Case "/playerhouse close"
locationtemp = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns")

If GetVar("house.ini", "maps", "" & locationtemp & "owner") = GetPlayerLogin(index) & GetPlayerCharNum(index) Then
	Call PutVar("house.ini", "open", "" & locationtemp, "0")
	Call PlayerMsg(index, "Your house has closed entrance!", 10)
Else
	Call PlayerMsg(index, "You do not own a house!", 12)
End If
Exit Sub


Case "/playerhouse clearitems"
locationtemp = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns")

If GetVar("house.ini", "maps", "" & locationtemp & "owner") = GetPlayerLogin(index) & GetPlayerCharNum(index) Then
	x = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "template")
	Call CopyMap(index, x, locationtemp)
	Call SetTile(GetPlayerMap(index), 18, 13, 10, 2, 4, 7)
	Call SetSign(GetPlayerMap(index), 18, 13,"PlayerHouse","Owner: " & GetPlayerName(index),"Number: " & locationtemp - 

200)
	
Else
	Call PlayerMsg(index, "You do not own a house!", 12)
End If
Exit Sub

Code: Select all

Sub CopyMap(index, mapin, mapout)
Dim x
Dim y
Dim percent
Dim editx
Dim edity
Dim editset
x = 0
y = 0
percent = 0
Call PlayerMsg(index, percent & "% - Please wait while the system builds your house - Building GROUND!", 10)
Do While Y < 15
	Do While x < 20
		editx = GetTileX(mapin, x, y, 0) 
		edity = GetTileY(mapin, x, y, 0) 
		editset = GetTileSet(mapin, x, y, 0) 
		Call SetTile(mapout, x, y, editx, edity, editset, 0) 
	x = x + 1
	loop
x = 0
y = y + 1
percent = Int(percent + (100/40))
loop
x = 0
y = 0
percent = 20
Call PlayerMsg(index, percent & "% - Please wait while the system builds your house - Building ATRIBUTES!", 10)
Do While Y < 15
	Do While x < 20

		editx = GetAttribute(mapin, x, y) 

		If editx = 1 or editx = 4 Then
			Call SetAttribute(mapout,x,y,editx,0,0,0,"","","")

		ElseIf editx = 2 Then
			Call SetAttribute(mapout,x,y,2,258,9,12,"","","")
		ElseIf editx = 14 Then
			Call SetSign(GetPlayerMap(index), 18, 13,"PlayerHouse","Owner:","none")
		Else
			Call SetAttribute(mapout,x,y,0,0,0,0,"","","")
		End If
		
	x = x + 1
	loop
x = 0
y = y + 1
loop
x = 0
y = 0
percent = 40
Call PlayerMsg(index, percent & "% - Please wait while the system builds your house - Building WALLS!", 10)
Do While Y < 15
	Do While x < 20
		editx = GetTileX(mapin, x, y, 1) 
		edity = GetTileY(mapin, x, y, 1) 
		editset = GetTileSet(mapin, x, y, 1) 
		Call SetTile(mapout, x, y, editx, edity, editset, 1) 
	x = x + 1
	loop
x = 0
y = y + 1
percent = Int(percent + (100/60))
loop
x = 0
y = 0
percent = 60
Call PlayerMsg(index, percent & "% - Please wait while the system builds your house - Building WALLS!", 10)
Do While Y < 15
	Do While x < 20
		editx = GetTileX(mapin, x, y, 3) 
		edity = GetTileY(mapin, x, y, 3) 
		editset = GetTileSet(mapin, x, y, 3) 
		Call SetTile(mapout, x, y, editx, edity, editset, 3) 
	x = x + 1
	loop
x = 0
y = y + 1
percent = Int(percent + (100/60))
loop
x = 0
y = 0
percent = 80
Call PlayerMsg(index, percent & "% - Please wait while the system builds your house - Building ROOF!", 10)
Do While Y < 15
	Do While x < 20
 		editx = GetTileX(mapin, x, y, 5) 
		edity = GetTileY(mapin, x, y, 5) 
		editset = GetTileSet(mapin, x, y, 5) 
		Call SetTile(mapout, x, y, editx, edity, editset, 5) 
	x = x + 1
	loop
x = 0
y = y + 1
percent = Int(percent + (100/60))
loop
Call PlayerMsg(index, "100% - House has been succesfully build!", 10)
End Sub


Sub ResetHouse(index)
Dim loopvar
Dim map
loopvar = 200
Do While loopvar < 251
	Call PutVar("house.ini", "maps", "" & loopvar & "", "0")
	Call PutVar("house.ini", "maps", "" & loopvar & "owner", "0")
	loopvar = loopvar + 1
loop
map = 200
Do While map <251> 0 Then
	If pmap > 0 Then
		Call PlayerMsg(index, "You already own a house!", 12)
		Exit Sub
	End If
End If
If GetPlayerMap(index) <200> 250 Then
	Call PlayerMsg(index, "This house is not for sale!", 12)
	Exit Sub
End If
If GetVar("house.ini", "maps", GetPlayerMap(index)) = "1" Then
	Call PlayerMsg(index, "Somebody else already owns this house!", 12)
	Exit Sub
End If
If itemslot = 0 Then
	Call PlayerMsg(index, "You do not have a house permit!", 12)
	Exit Sub
End If
Call SetPlayerInvItemNum(index, itemslot, 0)
Call SendInventoryUpdate(index, itemslot)
Call PutVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns", GetPlayerMap(index))
Call PutVar("house.ini", "maps", GetPlayerMap(index), "1")
Call PutVar("house.ini", "maps", "" & GetPlayerMap(index) & "owner", GetPlayerLogin(index) & GetPlayerCharNum(index))
Call PlayerMsg(index, "You now own this house!", 10)
Call SetTile(GetPlayerMap(index), 18, 13, 10, 2, 4, 7)
Call SetSign(GetPlayerMap(index), 18, 13,"PlayerHouse","Owner: " & GetPlayerName(index), "Number: " & GetPlayerMap(index) - 

200)
Call PutVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "template", "500")
End Sub


Sub BuildHouse(index)
Dim map
Dim pmc
Dim pmap
Dim item
Dim itemslot
Dim itemvalue
Dim valueneed
map = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns")
pmap = GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns")
pmc = GetVar("house.ini", "maps", map & "owner")
If pmc = GetPlayerLogin(index) & GetPlayerCharNum(index) Then	
	item = 1
	itemslot = GetPlayerInvItemSlot(index, item)
	If itemslot = 0 Then
		Call PlayerMsg(index, "You do not have any money!", 12)
		Exit Sub
	End If
	itemvalue = GetPlayerInvItemValue(index, itemslot)
	valueneed = 5000

	If itemvalue <valueneed> valueneed Then
		Call SetPlayerInvItemValue(index, itemslot, itemvalue - valueneed)
		Call SendInventoryUpdate(index, itemslot)
	End If	
	map = GetPlayerMap(index)
	Call PutVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "template", GetPlayerMap(index))
	Call PlayerWarp(index, pmap, 8, 8)
	Call CopyMap(index, map, pmap)

	Call SetTile(GetPlayerMap(index), 18, 13, 10, 2, 4, 7)
	Call SetSign(GetPlayerMap(index), 18, 13,"PlayerHouse","Owner: " & GetPlayerName(index),"Number: " & pmap - 200)
Else
	Call PlayerMsg(index, "You do not own a house!", 12)
	Call PlayerWarp(index, 258, 13, 10)
	Exit Sub
End If
End Sub

Sub ClearHouse(index, map)
	Call CopyMap(index, 500, map)
	Call SetTile(map, 18, 13, 10, 2, 4, 7)
	Call SetSign(map, 18, 13,"PlayerHouse","Owner: none","Number: " & map - 200)	
	Call PutVar("house.ini", "maps", "" & map, "0")
	Call PutVar("house.ini", "maps", "" & map & "owner", "0")
End Sub

Function AllowPlayerIn(index, map)
AllowPlayerIn = True
If map > 250 or map < 200 Then
	AllowPlayerIn = True
	Exit Function
End If
If GetVar("house.ini", "open", "" & map) = "0" Then
	AllowPlayerIn = False
End If
If GetVar("house.ini", "maps", "" & map) = "0" Then
	AllowPlayerIn = True
End If
End Function
 

Sub ItemHouse(index)
Dim pmap
Dim map
Dim x
Dim y
Dim editx
Dim edity
Dim editset
Dim mapx
Dim mapy

x = GetPlayerX(index)
y = GetPlayerY(index)

mapx = 	Int(GetVar("tempvars.ini", "playerhouse", GetPlayerName(index) & "x"))
mapy = 	Int(GetVar("tempvars.ini", "playerhouse", GetPlayerName(index) & "y"))

pmap = Int(GetVar("house.ini", GetPlayerLogin(index) & GetPlayerCharNum(index), "owns"))
map = Int(GetPlayerMap(index))

editx = GetTileX(map, x, y, 3)
edity = GetTileY(map, x, y, 3)
editset = GetTileSet(map, x, y, 3) 


If editx = 0 and edity = 0 and editset = 0 Then
	editx = GetTileX(map, x, y, 5)
	edity = GetTileY(map, x, y, 5)
	editset = GetTileSet(map, x, y, 5) 
	Call PlayerWarp(index, pmap, mapx, mapy)
	Call SetTile(pmap, mapx, mapy, editx, edity, editset, 5) 
Else
	Call SetAttribute(pmap,mapx,mapy,1,0,0,0,"","","")
	Call SetTile(pmap, mapx, mapy, editx, edity, editset, 3)
	Call PlayerWarp(index, pmap, mapx, mapy)
End If

End Sub

Code: Select all

Case 17
	Call BuildHouse(index)
	Exit Sub

Case 18
	x = Int(GetPlayerX(index))
	y = Int(GetPlayerY(index))

	If x = 1 Then

		y = y - 2
		value = Int(240 + y)

	Else
	y = y - 2
	y = y * 3
	x = x - 4

	value = 200 + x + y
	value = Int(value)
	End if

	If AllowPlayerIn(index, value) = True Then
		Call PlayerWarp(index, value, 19, 14)
		Exit Sub
	Else
		Call PlayerMsg(index, "This house has closed entrance!", 12)
		Call MapMsg(value, GetPlayerName(index) & " is trying to enter!", 12)
		Exit Sub
	End If

Case 19
	Call ItemHouse(index)
	Exit Sub

Code: Select all

Sub SetBlock(map, X, Y)
Call SetAttribute(map,X,Y,1,0,0,0,"","","")
End Sub

Sub SetWarp(map, X, Y, warpmap, warpx, warpy)
Call SetAttribute(map,X,Y,2,warpmap,warpx,warpy,"","","")
End Sub

Sub SetHeal(map, X, Y)
Call SetAttribute(map,X,Y,7,0,0,0,"","","")
End Sub

Sub SetKill(map, X, Y)
Call SetAttribute(map,X,Y,8,0,0,0,"","","")
End Sub

Sub SetItem(map, X, Y, item, value)
Call SetAttribute(map,X,Y,3,item,value,0,"","","")
End Sub

Sub SetNPCAvoid(map, X, Y)
Call SetAttribute(map,X,Y,4,0,0,0,"","","")
End Sub

Sub SetKey(map, X, Y, key, take)
Call SetAttribute(map,X,Y,5,key,take,0,"","","")
End Sub

Sub SetKeyOpen(map, X, Y, keyx, keyy, message)
Call SetAttribute(map,X,Y,6,keyx,keyy,0,message,"","")
End Sub

Sub SetShop(map, X, Y,shop)
Call SetAttribute(map,X,Y,9,shop,0,0,"","","")
End Sub

Sub SetClassBlock(map, X, Y,allow1,allow2,allow3)
Call SetAttribute(map,X,Y,10,allow,allow2,allow3,"","","")
End Sub

Sub SetArena(map, X, Y,amap,ax,ay)
Call SetAttribute(map,X,Y,11,amap,ax,ay,"","","")
End Sub

Sub SetSound(map, X, Y,filename)
Call SetAttribute(map,X,Y,12,0,0,0,filename,"","")
End Sub

Sub SetSpriteChange(map, X, Y,sprite,item,cost)
Call SetAttribute(map,X,Y,13,sprite,item,cost,"","","")
End Sub

Sub SetSign(map, X, Y,line1,line2,line3)
Call SetAttribute(map,X,Y,14,0,0,0,line1,line2,line3)
End Sub

Sub SetDoor(map, X, Y)
Call SetAttribute(map,X,Y,15,0,0,0,"","","")
End Sub

Sub SetNotice(map, X, Y, title, text, filename)
Call SetAttribute(map,X,Y,16,0,0,0,title,text,filename)
End Sub

Sub SetChest(map, X, Y)
Call SetAttribute(map,X,Y,17,0,0,0,"","","")
End Sub

Sub SetScripted(map, X, Y, script)
Call SetAttribute(map,X,Y,18,script,0,0,"","","")
End Sub

Sub SetBank(map, X, Y)
Call SetAttribute(map,X,Y,23,0,0,0,"","","")
End Sub

Sub SetHouse(map, X, Y,item,cost)
Call SetAttribute(map,X,Y,21,item,cost,0,"","","")
End Sub

Code: Select all

Dim Portal
Dim mapnum
Dim x
Dim y
Dim i
Dim TextSay
Dim n
Dim m
Dim C   
Dim locationtemp
Dim playernametemp
Dim invitemslot
Dim invemptyslot
Dim value
Dim map
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Pottsi
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This housing thing?

Post by Pottsi » Wed Nov 28, 2007 11:42 pm

Alrighty, i have read alot about all these housing ideas, and i have to say, they're not bad. It's just that this teleporting thing kind of ruins the sense of this medievil (or whatever you want to call it) type game. I dont think my idea is any better than some of those ones that have a lot more thought into them, but i have an idea. Think of it what you will...

Ok, I'm picturing this road from a city (possibly the one in the northeast corner of Tulimshar?) that will lead into the housing area. But it's not where there are just a bunch of houses there. I'm thinking that there will be a guard or escort of some type at that entranceway into the housing area. You talk to him and ask to "go to your house" or "go to a friends house" or "go to guild" and this 'escort' takes you to the specified area.

Go to your house- this take you to your house, in which people are allowed inside at your command since it is your house, you may not want unexpected guests. I would also suggest an edit type system to set your house up your way, but with limited objects (just an idea).This would expand creativity and make having a house well worth it. This house should also have a stash. A good place to keep your items. This is a different approach to a banking system, instead of having 1 bank.

Go to a friends house- this would take you to a players house of your choice, depending on who you picked. Although you are 'escorted' to the players house, they have a command system that allows you inside. Once inside you can enter all the rooms if the doors are open (dependent on whether or not there is a command system to keep doors shut so no one can get inside).

Go to guild- this is an obvious one, the 'escort' takes you to your guild, where all of the guild members can stay. This is your guild HQ. The rules would apply to those that the guild leaders enforce.

I've got more ideas, especially about the editting of house features. But, like i said, all ideas. I didn't think too far into them, so there will most likely be many problems, but feel free to comment.
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Kyle
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Post by Kyle » Thu Nov 29, 2007 12:10 am

Good idea, Pottsi. That's probably my favorite idea for housing. I liked the idea of keeping it in the time the game's in [midievil-ish](not in the future with teleports), and it keeps it from the town being the size of the period at the end of this sentence compared to the housing section which would be the size of this 'o'. ( not to scale, of-course XP)
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Post by zick » Sat Dec 01, 2007 6:57 pm

pottsi, no offense but your idea is sorta the same thing as he teleportation idea. i don't think "teleportation" is used literally, like stepping on a magic emblem takes you to your house. i think they meant housing should be on a separate map from the actual town so that the two can be updated independently from each other.

i think if you can't see the outside of your house in the context of the city in which you dwell, then housing is pointless. you want to be able to show your friends where you live, and you want to have a sort of bragging rights as to say, "oh, you live in that dinky shack on south 15th street ... well i live in that mansion in the nice part of town."

that's why i say work housing into the overall layout of the city; layout the city like a city in real life would be. have a main street with a business district. put housing in plans (areas of similar style and similar priced houses). intermingle npc housing amongst those houses. don't focus on putting every house onto the map on the first release of said map, but have it sorta planned out in your mind as you're making it. give people options too, like if they only want to buy an orange house as opposed to a blue one.

i feel that this way will give the game a more community feel. even if no one is buying the houses at least the option is there. and seriously how much extra space (kB) would be required to layout a town this way. it be negligible compared to a guard who escorts you to the inside of server generated house.
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Post by Pottsi » Sun Dec 02, 2007 3:09 am

zick wrote:pottsi, no offense but your idea is sorta the same thing as he teleportation idea.
Zick, I knew my idea had flaws, i actually just came up with some stuff and posted it thinking, "hey, maybe this could work" just like everyone else. I noticed the similarities between teleportation and my 'escort' service, but my main point was to get across that having a community minded neighborhood just doesn't really work, or at least I can't see how it would. If you ask me personally, I disagree with this whole housing idea. There is no way to get this to agree with everyone. There's a lot of people, I don't see a housing dispute end in sight. But, dissagreements are here to stay, might as well as go along with them. I was just considering having an area with no known limitations. If there is a boundary that you cannot travel beyond, how will you know what is out there? The point is, you won't. So technically, to make this housing thing more realistic and possible, there could be a area where all these houses are, but yet, you can't travel beyond your property limits.

I also was thinking of this same concept, but with neighborhoods sort of like you mentioned. I was thinking of being in my words 'escorted' to a neighborhood that you have chosen. When you first get your house, you choose a neighborhood to build your house in. There would be limitless neighborhoods, considering not all people want to be neighbors. If there are for example 7 current neighborhoods, and you do not want to be in any of them, you could start your own neighborhood, name it (or have a set name for different neighhoods), and live there. In each neighborhood, the first one to settle there should be given a special name or have a rank system for the neighborhood making them the highest ranking member since they are the creator of the neighborhood. Otherwise, if you wish to live in an existing neighborhood, you must have permission to live in the neighborhood by the creator of that neighhood.

As for the actual house building, everyone should start out with the same shape of their house. But after you get your, shall we say, rectangular shaped house, you can buy additional rooms and furniture along with accessories to add onto your house. But, with money, i dont see much of a point. Anyone can get money. But leveling, thats harder to do. Maybe there could be "housing points" given to people for their level. If you gain a level, you get more housing points, thus building onto your house. I think this would allow creativity and independent building (I'm sure i'm not alone when I say i'd rather live in a house of my preference). This would give way to your idea of one guy having a mansion and another less fortunate person having a "dinky shack".

This, obviously, is just something else I thought up as I was typing my defense of my 'escort' service. I already can see many flaws, but do not feel like typing about them.......But here is a new approach that can be used for any idea, not just my own; instead of criticizing my idea, try improving on it. We're really not getting anywhere showing others that their idea has problems and then casting them aside...
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zick
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Post by zick » Sun Dec 02, 2007 4:17 am

housing points = completing quests for lumberjacks, masons, carpenters perhaps.

yeah everyones got an opinion, i just think my idea gives more life to the whole community approach. a server generated escort idea is definitely less taxing on the map builders. honestly though if my idea was the final implementation, i'd gladly map several cities ... i did want to be an architect and city planner when i was thinking of going to school.
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Post by elite archer » Wed Dec 12, 2007 8:34 am

i bet he got the whole teleport thing from runescape
by the nine! theres a psychopath on the lose

assult! ASSULT!

whats going on?!

HELP!!!!some ones been murdered

know what game these frases are off?:)lol
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Re: Housing?

Post by Kage » Tue May 26, 2009 1:11 pm

I do hope we have instances of certain maps on TMWServ. To allow more then one party to do a dungeon at a time.

And dynamic maps are not totally impossible.

It would be a interesting topic to explore later down the road. But we have bigger issues.
<Kage_Jittai> ... are you saying I am elite :D
<thorbjorn> Yes. :P
Habari
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Re: Housing?

Post by Habari » Tue May 26, 2009 3:14 pm

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CapitanAwesome
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Re:

Post by CapitanAwesome » Wed May 27, 2009 4:13 am

Crush wrote:My idea would be the following (instanced approach)

Housing only for guilds.

Every guild can buy a guild headquarter. What headquarters can be bought by a guild depends on their fame. (etc, etc, etc)
I like this idea crush, maybe the private room could simply be instance based per user, this way individual users have a place they can store items etc, this could maybe be used instead of the Store NPC and could be a "chest" at the end of your bed =)

Cappy =)
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