From: Drew P. V. <dv...@in...> - 2000-09-12 22:44:31
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>Although again my bad english do another thing. >I want to mean that who do the Quest in the game, NPC do it? Gods do it? >Players do it? Well, perhaps NPCs and Gods (Gods are NPCs, right?) should have needs, which could be defined internally as a list of conditions. The quests would be generated by the server on the basis of the needs of the Gods and NPCs. The needs of the Gods reap better rewards and failure to fulfill them is approaching futile (somewhat like Hardcore mode on the Diablo II battlenet servers). The needs of the NPCs would effect the larger scope of the world, though. For example, if a need of a God is not met, he may destroy a mountain held dear to your people (which would also invoke a party/cooperation effort between people of the same race). Perhaps an NPC who maintains a weapons shop could need a warrior to go to a certain dungeon and retrive a certain sword, that the kings wants. If you accept and fail the quest, the shop keeper may have his shop taken away by the king. We would need to enforce the acceptance of the quests, though, as we don't wish to have naughty players who run around bankrupting all the NPCS, making no shops for people to buy stuff from. >Should Arianne World be managed by someone or only players can modify it ( in >game, of course)? >How can we control that admin to modify the game to give him an advantage? Management of the world should be kept local to admins, via tools like the httpdctrl (I believe that's the name) tools that come with Apache (apache.org). This will reduce the possible security holes in the admin code. Players should be able to effect the terrain, via spells and tools. --Drew Vogel (I am God. Really ... I have a book that says so.) |