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Geshtal
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PostPosted: Thu Jan 09, 2003 12:33 am    Post subject: Works in Progress Reply with quote

This topic is where items that are currently being worked on can be found. These will not be deleted as they are completed so watch for them in the version history topic to be sure they have been finished!
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Dysotopia & Dysotopia II: Shattered Realms
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Geshtal
Lead Project Manager


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Level: 28
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PostPosted: Thu Jan 09, 2003 2:30 am    Post subject: Reply with quote

Mask of the Gods - LIVE TESTING

What is it?
The Mask of the Gods is a new all inclusive administrative tool for use by moderators and administrators of the Dysotopia servers.

What does it do?
Everything you can think of and more that you probably don't want to think of...this item allows for administrators to perform efficient policing techniques to better allow them to deal with troublesome players. This will HOPEFULLY relieve some of the frustration that the moderators have to face when dealing with disgruntled players which will allow them to maintain more control in a situation thus relieving them of stress making them easier on the population as a whole.

What's the status?
Don't you wish you knew...it's coming along nicely and should be ready for official use within a week.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms


Last edited by Geshtal on Tue Jan 14, 2003 7:59 pm, edited 2 times in total
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Geshtal
Lead Project Manager


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Posts: 1072

Level: 28
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PostPosted: Thu Jan 09, 2003 2:38 am    Post subject: Reply with quote

Deity Support - PARTIALLY IMPLEMENTED

What is this?
This is the ability for Dysotopia to officially support deities of all races and classes.

What do they do?
Deities come with a special ring that allow characters to "pray" to them. Based on a characters faith, the deity may or may not grant the character favor. When favor is granted, the player receives some form of bonuses from their deity such as extra damage or spell resistance. See the chart above for more details.

What's the status?
This list contains information about currently supported deities. We currently have several players who are doing research on the myriad of deities available to characters in DnD 3rd Edition. They are compiling lists of information for us so that we can someday create a massive selection of deities available for players to worship.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms


Last edited by Geshtal on Tue Jan 14, 2003 7:59 pm, edited 1 time in total
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Geshtal
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PostPosted: Thu Jan 09, 2003 2:46 am    Post subject: Reply with quote

The Badger Barn - FINISHED

What is this?
The Badger Barn is a farm for pet badgers located somewhere in the Eastern Plains.

What are pet badgers?
A character can pay a small fee for a badger companion. These badgers are trained for fighting and as they increase in level they gain the ability to instill fear into their foes. They make a great novelty pet and can also serve as a helpful ally in the thick of battle.

Note: No experience is gained from kills made by pets.

What's the status?
The Badger Barn has been constructed and badgers from level 5 to 20 are currently for sale in the Eastern Plains. They do not stay with you between server resets and if you leave your badger will roam freely until you return...possibly dying during this period of time.

Prices are currently between 250 and 4000 gold but are subject to change without notice.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms


Last edited by Geshtal on Mon Jan 13, 2003 3:46 pm, edited 2 times in total
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Geshtal
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PostPosted: Mon Jan 13, 2003 5:51 pm    Post subject: Reply with quote

Trade Skills - IMPLEMENTATION PHASE

What are they?
Trade skills are a huge and complex set of skills available to players that allow players to practice and gain experience in different trades. They are split up into two main sections, basic tradeskills and finishing tradeskills. Basic tradeskills include but are not limited to, mining, gathering, skinning, etc. The Finishing tradeskills include but are not limited to metal weapon smithing, bowing & fletching, staving, gemcutting, imbuning, light armor crafting, jewling, etc.

How do they work?
Well, simply put, if I told you how they worked I'd have to kill you. This is one of the mysteries of Dysotopia and it shall remain a mystery until the day I die.

What's the status?
30 of 600 base items have been created...
0 of 12,000 enchanted items have been created...
0 of 1900 special items have been created...
0 of 38,000 enchanted special items have been created...
?? of ?? rare items have been created...

The entire schema of crafted items has been created and we are currently preparing to get developers to test the creation of items so that I don't have to do it myself.

As far as the code to craft the items and the tools to do so, they are completed. That's right people, as the MOD exists live, you can actually craft those 30 items...well, if you could gain access to the goods you could. icon_twisted.gif

Plans are being put into place as to how to implement the mining/gathering/hunting of base components used in the trades as well as the ecosystem that will sustain an ample supply of the raw materials from which all things are created. (wood, hides, ores, gems, etc...)

Areas will be created to allow for players to setup shops for running their own businesses such as "Fogel's Fletching & Bows" where the player would concentrate on their particular trades.

Because this is a revolutionary system, not a lot of detail can be discussed with players on the mechanics. Trust me guys, I wish I could tell you all the details but I simply can't. It's going to take a lot of development time to make this work but you can believe me when I say this system will knock any other system dead.

What's the difference between the item types?
Base items are items that can be made with plain materials...such as "Iron Full Plate" or "Leather Boots". These items will be the first introduced into the trade system and do not have any special enchantments on them.

Enchanted items are the most popular of all trade skill items. These consist of base items that have been imbuned with special gems that add features such as fire resistance of vorpal damage to items. An example would be "Vorpal Iron Broadsword" or maybe a "Freezing Mithril Staff" that adds ice magic or damage.

Special items are items that are crafted using special materials that aren't typically mined or gathered. These items would be something like a "Mirror Dragon Scale Full Helmet" or an "Ancient Bone Longbow". The materials for these items are much more difficult to obtain and are typically harder to work with.

Enchanted special items are items which have been crafted with rare materials and imbuned with magical gems. These would include something like "Destructive Demon Hide Boots" or perhaps a "Harmonic Crystal Greatsword". These items are well sought after by aged adventurers and fetch a pretty price.

Rare items are very special items that can only be crafted with the highest of skill. These item recipies can only be found in lost tomes of knowledge or on scrolls of ancient civilizations. Items that fit into this category would be items such as the "Ring of Teleportation" that allows it's user to teleport to distant places...or perhaps the "Earthen Maul" which when used creates a massive earthquake damaging all creatures in the area. These items will very rarely be sold because of their extremely high value and are known to be sought after by powerful dragons looking to add to their treasure hordes...

As you can see, this system is VERY immense and will put to shame any other tradeskill system that has ever existed. The beautiful part of this system is that it allows us to slowly implement an item at a time into the system so that users can begin mastering their skills immediately before the system is completed.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms


Last edited by Geshtal on Fri Jan 24, 2003 11:02 pm, edited 2 times in total
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Geshtal
Lead Project Manager


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Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Tue Jan 14, 2003 2:34 pm    Post subject: Reply with quote

Class Dungeons - DESIGN PHASE

What are they?
The Class Dungeons are dungeons designed with certain classes in mind...such as thieves or bards or druids. These dungeons will be impossible for a party to complete without having at least one of the members being of a class that the dungeon was designed for.

What is the purpose?
The purpose of these dungeons is to force people to party with all sorts of different classes and to come together to get a common task completed. There will be some really cool random drop treasures in these dungeons as well as special tradeskill components so you'll want to hit them at sometime or another.

What's the status?
Design phase...the sewers under Eleriina will eventually go deeper into a dungeon that will break out into several class dungeons...thieves will be one and the others have not yet been decided. Some of these dungeons may require that MORE than one class be present...so you may have to use your brains and learn the hard way on which classes are required to get through the puzzles.

These should be implemented slowly as we are developing trade skills...so bear with us.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
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Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Tue Jan 14, 2003 8:09 pm    Post subject: Reply with quote

Death Restoration on Re-Logging - DESIGN PHASE

What is this?
This simply means that when you leave the server, if you're dead, you come back dead.

What is the point of this?
This prevents people from logging out of the server just after death yet before respawning and then logging back in, receiving full HP back. This will force people to accept the fact that they got their butts kicked and prevent extra lag and annoyance by reducing the number of client exits and enters...

What's the status?
Design phase...this shouldn't take too long to implement.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms


Last edited by Geshtal on Fri Jan 24, 2003 11:04 pm, edited 1 time in total
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Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Tue Jan 14, 2003 8:55 pm    Post subject: Reply with quote

Official Guild Support - LIVE TESTING

What does this mean?
This means that after all of your hard work and time spent building up guilds and orginizations in Dysotopia, you are finally being rewarded with support for guilds from your developers!

That's right! We will be creating special items for each guild leader that allows them to add and remove members from their guild or to appoint a new leader, etc. We will also be getting together with each of the current organization heads about the locations of their member-only guild halls!

How will this work?
Well, it's rather simple...we know who the leader is. We then give the leader an item that represents leadership of a guild. This item allows the leader to add members and remove members from their guild as well as adding and removing commanders. Each guild wll have a membership item that will grant a small bonus or perform a special function when used. Posessing this item will mean that that character is in that particular guild and will receive all of the benefits that this guild offers. ANY ONE CHARACTER MAY ONLY BELONG TO ONLY ONE ORGANIZATION AT ANY GIVEN TIME!!! This means that players can't go out and join 5 guilds...they must choose their friends wisely based on the benefits of the guilds.

Guilds when created will be able to offer people a certain number of benefits that can't be found outside of guilds. Example...we create 10 possible features that a guild can have, each guild may then choose two to be in their guild hall. A fighters guild may choose to have a training area or places to forge weapons whereas a mages guild may opt for a portal of recall that will allow members to recall to the guild hall at any time along with a ring that offers extra spell levels or something. This will help guilds to market themselves to players while still keeping competition between guilds high.

What's the status?
I was up til 3am on a work night last night desiging and implementing the guild control systems...many thanks to Kuma for sticking around and assisting me with the testing of the items. I managed to get everything working smoothly and all that's left to do is to test this thing live on the servers with real players!

The beauty of this system is that once the guild leader and I have decided on an item and a special power for that item for their guild it only takes me about 5-10minutes to add the guild to the MOD!
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
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Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Fri Jan 24, 2003 11:11 pm    Post subject: Reply with quote

Scaled Experience (XP) System - DESIGN PHASE

What is this?
Scaled experience is a new concept we are bringing to the NWN world that will allow characters to level through lower levels fairly rapidly and making it nearly impossible to reach extrememly high levels.

How does it work?
Well, basically you gain experience at a decent rate when you're at low levels. This growth deteriorates as you gain higher levels.

This will also fix the problem of players using a level 1 summon to gain experience...all summons and henchmen will not count towards the experience gained!

This will promote partying in that if you form a party of characters all of about the same level, they will be rewarded with a bonus to overall experience gained for partying.

This system will also split the total amount of experience between all parties that killed the creature! This will prevent people from "sniping kills" as it has been called. Each time your party damages the creature, the creature will remember how much damage you caused. When the creature is defeated it will then look at the ratios of the damage caused to it and deal out the experience accordingly.

What's the status?
It's in design. Once we have a working model it will be testes on the test servers thuroughly before it is put live. Once we take this live there will be a vault wipe...and possibly several wipes following until the system is tweaked the way we want it.
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Dysotopia & Dysotopia II: Shattered Realms
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