List of 30 Principles EverQuest Next Should Abide by - Final Edition - LOTPENSAB

Discussion in 'Off Topic Discussion' started by Seliri, Jun 22, 2013.

  1. Seliri Well-Known Member

    >> Added #40 NO player-made dungeons unless they're SOE APPROVED & have >THOROUGH< options for (11): NPC types, NPC AI, terrain geometry, terrain texture, encounter scripts relative to environment, placement, percentage, actions, timers, environmental tools, and trinket mods relative to ALL of the aforementioned
    >> Added Section III "Spell/Combat Art Concepts", Section IV "NPC Concepts", Section V "Player/developer collaborated PvP tutorials on:", Section VI "Temporary collision detection aggression management", Section VII "Counter/combination actions/spells/combat arts to initiate after >CERTAIN< visual NPC injury" & Section VIII "Nemesis bounty system" to "Piquing Non-essentials"
    >> Updated #9 Overland PvP Section XIIIabcem with 13-14 reward types "NPC prison rescue, formation plans (expeditionary force NPCs [see #29 Faction Section VIII] & naval formations trigger bonuses), faction war plans (enemy politician movement of expeditionary forces, see #29 Faction Section VIII), crucial lore history, blueprints, player political merchant/caravan/shipping routes, NPC politician itineraries/daily schedule, chant text, glyph traces, racial illusion/enemy faction uniform/voice modulator/neural language region patch (4), gear treatment (interactive/timed)."
    >> Added #21 User Interface Section XVII Harvesting artisan raws through a "forest/fish/gather/mine/trap/collect" plus "/target_nearest_npc" macro (a. Consolidate into 1 button >BY DEFAULT<, even if a mini-game system used [button would start it when near]) (b. Open class harvesting >ENSURES< transparent, simple economy entry)
    >> Added #21 User Interface Section XVIII Scout tracking returns!
    >> Added #21 User Interface Section XIX Heroic opportunities return! (a. Knowledge-book outlining combination types b. Quests teaching combination types)
    >> Added #25 Artificial Intelligence Section III Aggression/hate/threat management returns! (a. Mobs can also enact summoning of/porting to/moving to aggression/hate threshshold violators)
    >> Added #25 Artificial Intelligence Section IV Some mobs still susceptible to body pulling!
    >> Added #25 Artificial Intelligence Section V Some mobs focus direct damage & target those of low HP!
    >> Added #26 Tradeskills Section VIIf Tinkered tool types (chainsaw, crane)
    >> Added #26 Tradeskills Section VIII Directing/maintaining goods onto cargo transports: harvested raws, rare raws, CRAFTING COMPONENTS, crafted gear, & regular gear >INCREASES< yield -OR- imbues/electrifies/ferments/blesses/curses (5) by up to 10%-20%-30%-40% depending upon DISTANCE OR PATH TRAVELED
    a. >CERTAIN FORMATIONS< held during distance, path, or both, would be required for specific cargo modifications
    a1. Land cargo transport (7): Mount/wheelbarrow/sled/chariot/carriage/caravan/train
    a2. Sea cargo transport: Any of 9 ships above (#4 Section IIa)

    a3. Yield bonus FORFEITED if more than 5% of cargo taken off physical transport
    >> Edited #4 Hyper-interactive environments Section Va Instanced versions OF HOMES >ONLY< (NO INSTANCED GUILD HALLS)
    >> Added #4 Hyper-interactive environments Section Vb4 Tinkered tool types (chainsaw, crane)
    >> Added #4 Hyper-interactive environments Section Vb5 Regular tools (5): shovel, pick, axe, winch, chain & harness with cargo transports (7)
    >> Added #4 Hyper-interactive environments Section IIa-l Naval travel (can has tinkered submarine...?)
    a. Types of ships (9): Canoes (moderate speed), Speedboats (engine types [very high speed]), Tugboats (rope types, engine types [low speed]), Fishing boats (net types), Freight (onboard crane types, storage depot types/config [low speed]), Superfreight (onboard crane types, storage depot types/config [low speed]), Triremes (ram types, depth charge types, oarmen types [high speed]), Caravel (cannon types, depth charge types, sail types [moderate speed]
    Carrack (cannon types, depth charge types, sail types [moderate-low speed])
    a1. Material types: Wooden thatched, Wooden interlock, metal, supermetal
    a2. High tier models require simultaneous amounts of shipwright tradeskill crafters (1-24+)
    b. SLOW, REALISTIC NAVIGATION & SHIP MOVEMENT
    c. TURBULENCE: Boats & merchandise aboard slide, can injure or kill if not properly secured
    d. BEACHING: Ability to run aground & require extrication via tugboat
    e. Ship-to-ship boarding drops planks which latch & lock on (requires timed, maintained parallel heading)
    e1. Different size/material/HP of boarding planks
    f. Grappling hooks allow boarding
    f1. Double, triple, or quadruple player grappling hooks can cast larger nets (higher HP, more material types), as opposed to a single rope (lower HP, less material types)
    g. Anchoring in nearby cities reduces broker tax by 25%-50%-75%
    g1. Anchoring near home/guild hall/town/city claim territories increases home/hall/town/city bonuses by 10%-20%-30%
    h. Directing/maintaining goods on cargo transports: harvested raws, rare raws, CRAFTING COMPONENTS, crafted gear, & regular gear >INCREASES< yield -OR- imbues/electrifies/ferments/blesses/curses (5) by up to 10%-20%-30%-40% depending upon DISTANCE OR PATH TRAVELED
    h1. >CERTAIN FORMATIONS< held during distance, path, or both, would be required for specific cargo modifications
    h2. Land cargo transport (7): Mount/wheelbarrow/sled/chariot/carriage/caravan/train
    h3. Sea cargo transport: Any of 9 ships above (#4 Section IIa)

    h4. Yield bonus FORFEITED if more than 5% of cargo taken off physical transport
    i. Holding certain faction-specific formations for 30-60 sec augments boat offense/defense/HP/speed/reuse for 60-120 sec.
    j. Special model tinkered submarines (requires 4 simultaneous obstructors crafting) can latch on to bottom of boats, drill hole to board or sink (requires ship tinkerer repairman [or repairmen] to counteract)
    k. NO NPC MERCENARIES/GUARDS FOR BOATS (>ONLY< for trireme oars)
    l. Some islands accessible via naval travel >ONLY<
    l1. Some islands present >ONLY< during certain hours
    Veralagus likes this.
  2. Seliri Well-Known Member

    >> Added to & Edited #4 Hyper-interactive environments Section IIg Anchor ship/ships/CERTAIN FORMATION of ships in allied cities to reduce broker tax by 25%-50%-75%
    g1. Anchoring near home/guild hall/town/city claim territories increases home/hall/town/city bonuses by 10%-20%-30%
    g2. Anchor near enemy home/guild hall/town/city to temporarily enable cross-faction brokering
    g3. Different broker tax percentage for more than 1 ship, or certain formations of ships.
    >> Added #4 Hyper-interactive environments Section Vc2b & c2c -> c2b. Mobile towers: move SLOWLY to enemy wall from 100 - 500 meters <|1|> Docking takes time/loading <|2|> ONLY TWO can climb up at a time once connected <|3|>
    c2c. NO GRAPPLING HOOKS for home/guild hall/town/city breaching -- focus must be on SIEGE organization
    >> Added "Re: Instances, No Levels, PlanetSide 2, My Essentials"
    Veralagus likes this.
  3. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section IIIa Instate 6-12-24 hour reuse on their use
  4. Seliri Well-Known Member

    >> Added Section IIIc&d "High threat, high damage spell for classes with poor soloability (lower damage, remove taunt in PvP)" & "Summon a stone with one hand, melt it with fire/lightning with the other, then throw a lava-ball" to "Piquing Non-essentials"
    >> Added #22 Vanity, lore/fantasy immersion Section XII Trash items sold to merchants can be used & resold to others
    >> Added #9 Overland PvP Section XIII abcem reward type (NPC background/behavior dossiers/files)
    >> Moved #25 Artificial Intelligence Section IIp-p4 to #27 Quests Section XVIIa-d
    >> Added #25 Artificial Intelligence Section IIp-z p. Mobs that form communities and alliances.
    q. Mobs that befriend animals and walk around as hunter and pet (orcs, etc).
    r. Mobs forming prides and occasionally fighting to become alpha male. Then deciding to lounge on a rock in the sun from 2pm to 8pm game time.
    s. Mobs that only come out at night (bats).
    t. Fippy Darkpaw being smart enough to form a raid of gnolls to legitimately assault Qeynos and actually take it over if the players/NPCs in the area can't fend him off.
    u. NPCs that will stalk you and try to kill you to avenge their brother that you killed days ago.
    v. Ghosts could constantly attack you and then fade away as if you're actually being haunted.
    w. A group of bandits could attack you all at once, but when one gets close to death he could fall back and attack from range while the others block you from chasing.
    x. Mobs who set traps and actually get surprise rounds in on players/groups. Consider getting stuck in a web and having four drop down from the trees around you.
    y. Bravery/coward system based on number of enemies versus number of allies.
    z. Morale system, where if the leader falls, the rest will flee/regroup.
  5. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section Vc4 Siege implement formations provide bonuses (attack delay, critical rate, repair rate, movement rate, etc.)
    >> Added #14 Terrain Section Vd Along these tight, narrow, tiered cliff-faces...bouncy mushrooms growing sparsely far below (low/medium/high bounce, certain combinations provide super-bounce or super-crush)
    d1. Bounce to a higher plateau or crash through a brittle pit or walled-in cave system (visibly, temporarily energy imbued)
    >> Added Section "IF POPULATION FRAGMENTED DUE TO MANY RACIAL CITIES: Low tier newbies able to port to each other in >ONLY< low tier regions" to "Piquing Non-essentials"
    >> Added "Foraged Spells/CAs" commentary to "Re: Instances, Planetside 2, My Essentials, No Levels"
  6. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section Vc2b Mobile towers: move SLOWLY to enemy wall from 100 - 500 meters <|1|> Docking takes time/loading <|2|> ONLY TWO can climb up at a time once connected (base model, upgrades allow up to 6 climbers -- some models not usable on home/guild hall/town/city territories) <|3|>
  7. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section Vc2d, c2d1, c3b -> c2d. INITIATING SIEGE against town/city installations requires, respectively, 12 or 24 players, setting siege implements down within 30 seconds of each other
    c2d1. Tools idle for 30+ minutes, without >ANY< part of the town/city being destroyed, end siege opportunities for 1 hour
    c3b. Successful siege defenses/further upgrades allows defenders the >CONSTANT OPTION< to increase siege cooldown to 2-3-4-5-6-7-8-9-10-12-24-48 hours (ALL HOURS between ranges as progression choices)
    >> Added #21 User Interface Section XX Aim for near-infinite friends' list limits
    >> Added #23 Cross-server Section IV Possibly consider: server-only dungeon finders & -NO- cross-server functionality
    >> Added #25 Artificial Intelligence Section IIt1 NPC siege war attempts instigated by: 3 failed/successful player siege attempts on their town/city -OR- 50,000+ kills of their race type by whichever faction -OR- 1,000-2,000+ player/faction deaths to the NPC type
    >> Added Section X "DO NOT do global player ratings per account" to "Piquing Non-essentials"
    a. Liable for abuse
    b. Sheeple mentalities can wrongly outcast players, when petty grudgebearing doesn't need to be fostered



    Digressional entertainment & inspiration for a multi-faceted, 20+ niche approach...:

    Grand Theft Auto V: Official Gameplay Video -
  8. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section Vc2d INITIATING SIEGE against home/guild hall/town/city installations requires, respectively, 6-12-24-36 players, setting siege implements down within 30 seconds of each other
  9. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section V Constructible, world-embedded, contested homes, guild halls, towns, & cities (accessed by overland portals/spells/scrolls for convenience [1-3-6-12 hour reuse])
    >> Added #4 Hyper-interactive environments Section Vb1 & b2 -> b1. Land plots with QUALITIES OF (4): water, soil, clay, & bedrock produce better (4): bricks, trees/lumber, planted harvests, foundations
    b2. Quality from 1-1000+ ranks?
    >> Renamed OLD #4 Hyper-interactive environments Section Vb1 & b2 to c5 & c6
  10. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section Vb5 Regular tools: plow
    >> Added #4 Hyper-interactive environments Section Vc6a Territory owner >MUST< place treasure chest (or UP TO FOUR total [home/guild hall/town/city]) in any constructed portion (foundation has highest HP)
    c6b. Treasure chest territory types drop more items (6, 12, 24, 36, respectively [home/guild hall/town/city])
    >> Added Section XI "All-server SINGLE NAME reservation for 7+ year veterans" to "Piquing Non-essentials"
    >> Added #4 Hyper-interactive environments Section IIm Stealing boats requires killing >ALL< occupants & >NOT< destroying the boat
    m1. Classed a pirate until "notarized deed of ownership" is found (wherever owner put it on the ship. or in allied territories)
    m2. NPC faction navies attack you after sending scout aboard & discovering you have no "deed of ownership"
    m3. NPCs anchor pirated boat in their dock (if they kill the pirates) until owner shows up with "deed of ownership" -- greater PvP risk of losing "deed of ownership" here

    Yikes! 100th edit since I consolidated all edits from post #42 into post #51...although, obviously more, because I sometimes make incognito edits... ~_o''...
  11. Seliri Well-Known Member

    >> Added #6 Contested dungeons Section VI Camping placeholders/named returns!
    a. -OR-, also use DYNAMIC SPAWNS -- named would always spawn, but with lower rare-ultra rare loot drop rate
    >> Added #17 Ladder System Section IIa & a1 "politics", "navy", & "siege" content types
    >> Added #26 Tradeskills Section IX Portable artisan stations return (IF larger buildings not required)!
  12. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section Vc6b Treasure chest territory types drop more items -- "ITEMS_x_PER_TREASURE_CHEST" (6, 6x2, 8x3, 9x4, respectively [home/guild hall/town/city])
    >> Added #4 Hyper-interactive environments Section Vc6c Loot quality DEPENDS ON (8): DEFENDER's sustained rate of siege defense firing, amount of defenders sustaining rate of siege defense firing, amount of siege defense focus-firing/direct-damage coordination, amount of active tinkerer repairmen, amount of siege tools HP repaired, length of conventional PvP engagement, amount of conventional damage/heals/crowd control/utility effects used, & the kills/deaths of BOTH siege defense & siege offense
    >> Added #4 Hyper-interactive environments Section IIn-n4 -> n. Different rare raws/recipes/general loot from raiding each various ship
    n1. Loot must be obtained after ship has sunk to the bottom of the relevant body of water
    n2. Ship owner >MUST< place treasure chest (or UP TO FOUR total) in any destructible ship portion
    n3. Treasure chest ship types drop more items -- "ITEMS_x_PER_TREASURE_CHEST" (Canoes [2x1], Speedboats [3x1], Tugboats [2x1], Fishing boats [2x1-4x1], Freight [4x2], Superfreight [4x4], Trireme [4x2], Caraval [4x2], Carrack [4x4])
    n4. Loot quality DEPENDS ON (8): DEFENDER's sustained rate of naval defense firing, amount of defenders sustaining rate of naval defense firing, amount of naval defense focus-firing/direct-damage coordination, amount of active tinkerer repairmen, amount of naval tools HP repaired, length of conventional PvP engagement, amount of conventional damage/heals/crowd control/utility effects used, & the kills/deaths of BOTH naval defense & naval offense
  13. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section IIn4 Loot quality DEPENDS ON (9): DEFENDER's sustained rate of naval defense firing, amount of defenders sustaining rate of naval defense firing, amount of naval defense focus-firing/direct-damage coordination, amount of active tinkerer repairmen, amount of naval tools HP repaired, length of conventional PvP engagement, amount of conventional damage/heals/crowd control/utility effects used, the kills/deaths of BOTH naval defense & naval offense, & whether amount of naval offense exceeds intended amount/ratio of offense/defense for the intended ship encounter size
    >> Edited #4 Hyper-interactive environments Section Vc6c Loot quality DEPENDS ON (9): DEFENDER's sustained rate of siege defense firing, amount of defenders sustaining rate of siege defense firing, amount of siege defense focus-firing/direct-damage coordination, amount of active tinkerer repairmen, amount of siege tools HP repaired, length of conventional PvP engagement, amount of conventional damage-heals-crowd control effects used, the kills/deaths of BOTH siege defense & siege offense, & whether amount of siege offense exceeds intended amount/ratio of offense/defense for the intended territory encounter size.
    >> Edited #4 Hyper-interactive environments Section IIa Types of ships (10): Canoes (moderate speed), Speedboats (engine types [very high speed]), Tugboats (rope types, engine types [low speed]), Fishing boats (net types), Freight (cannon types, onboard crane types, storage depot types/config [low speed]), Superfreight (cannon types, onboard crane types, storage depot types/config [low speed]), Triremes (ram types, depth charge types, oarmen types [high speed]), Caravel (cannon types, depth charge types, sail types [moderate speed] Carrack (cannon types, depth charge types, sail types [moderate-low speed], Galleon (cannon types, depth charge types, sail types [moderate speed])
    >> Edited #4 Hyper-interactive environments Section IIa1 Material types: Wooden interlock, Wooden pitch, metal, supermetal
    >> Edited #4 Hyper-interactive environments Section IIh3 Sea cargo transport: Any of 10 ships above (#4 Section IIa)
    >>
    Edited #4 Hyper-interactive environments Section IIn3
    Treasure chest ship types drop more items -- "ITEMS_x_PER_TREASURE_CHEST" (Canoes [2x1], Speedboats [3x1], Tugboats [2x1], Fishing boats [2x1-4x1], Freight [4x2], Superfreight [4x4], Trireme [4x2], Caraval [4x2], Carrack [4x3], Galleon [4x4])
    >> Edited #26 Tradeskills Section VIIIa2 Sea cargo transport: Any of 10 ships above (#4 Section IIa)
  14. Seliri Well-Known Member

    >> Added #26 Tradeskills Section X Consigned crafting returns!
    >> Added #20 Communication Section Ia Custom chat channels return!
    >> Added #21 User Interface Section XXI NPC consideration/con system returns!
    >> Added #21 User Interface Section XIId Inobtrusive, not obstructive, small text notification
    >> Added Section XII "Mounts configured for aerial combat" to "Piquing Non-essentials"
    a. Tuesdays >ONLY<
    a1. Limited contested travel options cultivate contested presence & community.
    b. Activated when 100+ meters from terrain
    c. Homing missiles (10 resist types, sonic beams, etc), supersonic speed, magnetic/sonic/10 resist type shields, mid-air wrestling combos, etc.
    >> Edited #4 Hyper-interactive environments Section IIIa -> a. Instate 6-12-24 hour reuse on their use (..."muh active consumerbase, need reservations brah")
    >> Edited #4 Hyper-interactive environments Section IIm3 -> m3. NPCs anchor pirated boat in their dock (if they kill the pirates) until owner shows up with ORIGINAL "deed of ownership" -- greater PvP risk of losing "deed of ownership" here
    >> Added #4 Hyper-interactive environments Section IIm4 -> m4. Owner holds no-trade "DUPLICATE/COPY" deed of ownership to show to NPC faction navy scouts
    >> Added #4 Hyper-interactive environments Section Vc3 to include "Soil Melt (fortifies terrain beneath home/guild hall/town/city to TOUGHEN digging/tunneling breach attempts [any metal types, higher tiers unlocked via successful defense, 100-200-500+] -- REINFORCED SOIL MELT IS SPLOTCHY, NOT ABSOLUTE)"
    >> Added #4 Hyper-interactive environments Section Ia-d -> a. Various soil types (Sand, Loamy sand, sandy loam, loam, sandy clay loam, silt loam, silt, silty clay loam, clay loam, sandy clay, silty clay, clay http://upload.wikimedia.org/wikipedia/commons/8/80/SoilTexture_USDA.png )
    b. Laterite, Saprolite, Bedrock layers
    c. Certain soil types affect brick & concrete strength
    d. City siege implement (#4Vc3 Soil Melt) after 100-200-500+ successful defenses requires ship, cargo transport, expeditionary force formations maintained while soil layers are imbued/cursed/blessed/electrified with top tier metals, to prevent foe's easy access to digging/tunneling -- REINFORCED SOIL MELT IS SPLOTCHY, NOT ABSOLUTE
    >> Added #41 Stocks
    a. EVERY player ACCOUNT is assigned a market name & abbreviation/acronym
    a1. Market name undisclosed, even to owning player -- prevents COI (conflict of interest) investments
    b. Bet on growth/stagnation/loss potential for ALL, GAMEWIDE, ACCOUNT MARKET NAMES in 300+ sectors for 1 month
    b1. Dress up statistical development...Inflicted Artificial Casualties (NPC kills), Real Casualties (player deaths), Inflicted Real Casualties (PvP kills), Discoveries, Region Exploration, Master progress (XP gain), Communication (number of tells sent or lines sent to chat channels), Commodities crafted, Most consumed commodity, Harvests, Collectibles, Warfield Tactics (contested PvP objective success), Warfield Compromise (contested PvP objective loss), Warfield Desertion (amount of departures before PvP objective outcome), Objective gain/loss/desertion (public quest stats [3]), Rank crushing (kills giving +/- 1 rank range PvP XP), Rank mill (deaths giving foe +/- 1 rank range PvP XP), Esteem flaying (named NPC kills), Esteem kneeling (deaths to named NPCs), Diligent frontiersman (average time to complete quest), Cargo transport duration, Cargo transport success, Cargo transport failure, Cargo Yield Bonus, Siege conquer (win), Siege forfeit (abandoned siege), Siege overturn (loss), Credit score (no rent missed), Properties condemned (rent missed), Bestiary progress, Spell types used, Combat art types used, Melee Duration, Ranged duration, Average 1st strike hit, Combat duration, Quality percentage (amount of time of highest tier gear equipped), Mean Quality percentage (amount of time highest tier gear equipped relative to current level), Illusory capacity (number of illusions owned), Illusionist habit (average time using a shapeshift), Particle density (number of particle effects being used), Particle prosperity (number of particle effects owned), Card dealer (average time spent in Legends of Norrath), Provocateur (higher rate of grief faction), Benevolent (higher rate of conciliatory faction), Commandant (use of non-standard commands [non-communication/combat), Banker (coin in the bank), Inbound Mail, Outbond Mail, Recruitment (guild recruitment), Patriotism (faction recruitment), "Artisanship" (all tradeskill professions), Pagan (amount of time devoted to pursuing deity faction), Proselytization (use of deity bonuses), Lygophobia (amount of time with torch on), Complaints (petitions sent), Critical Analysis (feedbacks sent), "Region mastery" (time spent in every particular region), Real sold commodities (item sales to PCs, specific type growth, most, least, etc), Artificially sold commodities (item sales to NPCs, growth, most, least), Travel method (foot, mount, sled, chariot, carriage, caravan, train, canoe, speedboat, fishing boat, tugboat, freight, superfreight, trireme, caravel, galleon),...either name sectors fairly normally, or consider basically any "phobia" tied to pursuing/not pursuing game "progress" in any area ( http://phrontistery.info/phobias.html )
    c. Safe investments on typical rates & areas of growth have reduced return odds
    c1. http://en.wikipedia.org/wiki/Odds <-- Give player 6 interactive examples (yarr, I hate betting odds...)
    d. Conflicts of interest precautions
    d1. No betting on market name with the same IP address (same IP address market names >HIDDEN FROM EACH OTHER<)
    d1a. Guild-mate market names hidden from view >FOREVER<
    d2. No betting on guild-mates market names
    d3. Any alt in a guild nullifies guild-mates from investing on market names from that account or IP address.
    d4. Current investments are refunded if COI (conflict of interest) contradictions occur.
  15. Seliri Well-Known Member

    >> Added #25 Artificial Intelligence Section VI-VIII -> VI. Diverse Player Interaction -- thin bar at top of 1st hotbar toggles "action mode" (can be keymapped)
    a. Politely/softly/crudely flirt with NPC shop/bar patrons
    b. Harass/flatter NPC shop/bar patrons
    c. Get drunk enough to barf in saloon/bar water barrels
    d. Push NPCs
    e. Disturb NPC shop/bar faction enough for them to have bouncers/guards kick you out
    f. Buy drinks for all/some in a saloon/bar
    f1. Some NPCs let you get them drunk -- more susceptible to any requests/abuse
    f2. Can contaminate drinks/replace with similar cup/beverage to trick
    g. Mini-parades/ceremonies after vanquishing a town/city menace
    h. Read lost pet nametags, chance to return to owner
    h1. Kill lost pet, or sell lost pet to pet shop
    i. Give food/drink/clothes/baggage to homeless
    i1. Steal coin cup/clothes/baggage from homeless
    j. Clear fallen trees/debris from city after wild wind/rainstorm (requires "harness" tool + mount)
    j1. Push people clearing debris & steal their mount harness
    j2. Obstruct roads/paths with debris
    k. Save/hurt a wife/husband being physically abused by their spouse
    l. Save/hurt someone being robbed
    m. Help a child or lady get on a mount
    m1. Hold a child or lady steady on a mount
    m2. Push a child or lady off a mount
    n. Take NPCs fishing/hunting/gathering/foresting/trapping/on a picnic/on a boatride/on a mount gallop
    n1. Torture/kill NPCs you took fishing/hunting/gathering/foresting/trapping/on a picnic/on a boatride/on a mount gallop
    o. Lead lost NPC back home
    o1. Beat/torture/kill lost NPC
    p. Help put fallen items back on a sled/chariot/carriage/caravan
    p1. Crush/stomp on/steal fallen items from a sled/chariot/carriage/caravan
    p2. Put counterfeit, or just wrong items, packaged similarly to fallen items, onto an NPC or player's sled/chariot/carriage/caravan
    q. Help repair a broken sled blade or chariot/carriage/caravan wheel
    q1. Further break the other unbroken sled blade or chariot/carriage/caravan wheel
    r. Help/torture/kill someone drowning
    s. Steal someone's sled/chariot/carriage/caravan
    s1. Help return someone's stolen sled/chariot/carriage/caravan
    s2. Get your sled/chariot/carriage/caravan stolen
    t. Play catch or kick with NPC
    t1. Deliberately hurt NPC aiming for them while playing catch
    t2. Move ball at last second when NPC runs to kick ball
    t3. Steal/find/return NPCs sports items
    u. Taxi NPCs somewhere
    u1. Bring them to the wrong place & kick them out
    u2. Beat/torture/kill NPC along taxi route
    v. Put items in/take items from NPC satchels/backpacks
    v1. Thievery skill -- >VITAL< for some quests
    v2. Use of friends' making distractions >IMPORTANT< here
    v3. Can frame, place stink pheromones/elixirs, disease/virus potions, timed blindness/certain vision bombs, etc.
    w. Barber -- cut NPC's hair mini-game
    w1. Ability to mess up -- situation could escalate from just insults & pushing to a conventional melee, action combat brawl with you
    x. Action combat brawl versus town/city NPCs >ONLY< -- different HP/power system, twitch-based
    x1. Counters, duck, lean (left/right/back), jab, hook, trip, throw, front kick, side kick, stepping side kick, roundhouse, charge, grapple, submissions (guillotine, rear naked choke, armbar, kimura, knee bar, ankle lock)
    x1a. Rudimentary system could be 1st implemented, expanded upon later, if ever... =[
    x2. Vital for some quests demanding you disrupt certain NPC shops/saloons/bars/inns
    y. Sell captive NPCs into slave trade
    y1. Rescue captive NPcs from slave trade
    z. Chase down whistleblower NPC fleeing to guards (would inform them of negative deeds)
    z1. Ask for 30-60 sec to get away or bribe/beat/torture/kill whistleblower
    VII. Diverse Player Interaction - Part II -- thin bar at top of 1st hotbar toggles "action mode" (can be keymapped)
    a. Trick NPCs into feeding your mount in aggression mood
    a1. Let NPCs feed your mount in docile mood
    b. Trick NPCs into picking up explosive/diseased/stink/smoke bottles/containers/potions/bombs
    c. Hug NPCs
    d. Hand shake with NPCs
    e. Break-up a fight
    e1. Fight both/all, or just 1, of those fighting
    f. NPCs smoking soft or hard substances/narcotics
    f1. Ask what they're smoking, give them more
    f2. Offer them harder substances
    f3. Ask them to quit
    f4. Knock smoking instrument from them & run as they give chase
    g. Instrument-playing/singing NPCs
    g1. Play an instrument/sing with them
    g2. Knock instrument out of their hand
    g3. Incur minor damage to instrument
    g3a. Puke/pee on instrument (must be very drunk)
    g4. Annihilate instrument to smithereens
    h. Buy someone plate of food
    h1. Contaminate food with non-kosher additives when opportunity arises
    h2. Take someone's plate of food
    h3. Give someone's food to anyone/anything else
    i. Make a bonfire for those out in the cold
    i1. Bonfire can get chaotic & catch nearby homes/trees
    i2. Firemen come to put out fire
    i3. Can help/beat/torture/kill firemen
    i4. Put out a bonfire those out in the cold are using
    j. Set off fireworks with festive celebrating NPCs
    j1. Take/sabotage/destroy fireworks festive NPCs are using
    k. Push kids on a swing
    k1. Throw kids off a swing
    l. Spin a spinning wheel with kids
    l1. Throw kids off a spinning wheel
    m. Cut cords of NPCs rapelling down mountainside
    m1. Hold rope steady for NPCs rapelling down mountainside
    n. Pack NPCs parachute wrong skydiving from flying mount
    n1. Pack NPCs parachute right skydiving from flying mount
    o. Make traps
    o1. Dig trap floor
    o1a. Cover trap floor with indistinguishable rope/leaf matrix
    o2. Tie tripwire
    o2a. Lead tripwire back to patsy
    o2b. Plant tripwire coil on patsy
    o3. Mechanic pie-fling upon door open/doorframe pass
    o4. Net drop from height -OR- net shoot from side
    o5. Loosen back chair legs or replace with false chair
    o6. Time or throw smokebombs & yell "Fire!1!!"
    o6a. Tip mount manure wheelbarrow in front of shop
    o6b. Barricade doors
    p. Crawl beneath caravan & hold on
    q. Dive & front flip or back flip
    r. Acknowledge/disregard NPC salute/bow requirements of player upon certain esteemed NPC proximity
    r1. If disregard: player is struck in stomach, beaten, or tripped by escorts
    r2. If adhered to: minor faction increase
    s. Ability to scare NPC if screaming >QUICKLY< after charging out of corner
    t. Throw acid on NPC face to forever disfigure
    t1. Apply magical salve in >URGENT TIME SENSITIVE WINDOW< to counteract acid
    u. Practice various dancing styles
    v. Offer to walk/feed NPC mounts
    v1. Feed them wrong items
    v2. Keep them for too long -- they run away
    v3. Beat/torture/kill NPC's mounts
    w. Empty trash cans in the streets
    w1. Put strewn trash in trash cans
    x. Break windows
    x1. Repair windows -- obviously requires right supplies/materials
    y. Undo NPC suspenders
    z. Take NPC hats
    z1. Tackle hat takers
  16. Seliri Well-Known Member

    VIII. Diverse Player Interaction - Part III -- thin bar at top of 1st hotbar toggles "action mode" (can be keymapped)
    a. Throw paper airplanes
    b. Shoot spitwads
    c. Spill drinks
    c1. Mop up spills
    d. Break things on purpose
    d1. Sweep up broken things
    e. Feed pigeons rice
    e1. Sweep up thrown rice.
    f. Close books being read
    g. Toss scrolls being read
    h. Publicly film NPCs with tinkered camcorder
    i. Tear down washed/wet NPC clothes
    i1. Help hang up washed/wet NPC clothes
    j. Alter ceremonial pot contents to ruin entire ritual procession
    j1. Properly fill ceremonial pot contents with proper items, in proper place, in proper order, etc.
    k. Break farmer's fence to let cougars/wolves/bears/etc in
    k1. Fix broken farmer's fence to protect against cougars/wolves/bears/etc.
    l. Destroy various models of scarecrows to gradually re-introduce pest birds
    l1. Erect various models of scarecrows to protect against pest birds
    m. Mix manure with farmer's livestock feed/hay
    m1. Harvest/craft new hay bales for farmer's livestock
    n. Pee/poop/barf in farmer's livestock feed troughs (requires being drunk)
    n1. Clean out & refill farmer's livestock feed troughs
    o. Build dam to disrupt NPC migration/farmer irrigation
    o1. Break built dam before lake/pond fills, to prevent NPC migation/farmer irrigation disruption
    o2. Break built dam after lake/pond fills, to disrupt NPC migration/farmer irrigation
    p. Rally NPCs to protest political legislation
    p1. Tear down/smash protester picket signs
    q. Pin political protest messages on NPC/player homes/shops
    q1. Tear down political protest messages on NPC player homes/shops
    r. Bribe NPCs to help you with any of the above
    r1. Break your agreed payment plan -- they get angry & send hit squads after you
    r2. Beat, torture, or kill bribe hit squad & original bribee
    r3. Pay off hit squad & original bribee
    s. NPCs comment relative to past behavior with them
    s1. NPCs comment about closest in view 1st
    s2. Other memorable player characters are commented on if they stay in view after NPC finishes comments on 1st proximal player
  17. Seliri Well-Known Member

    >> Added #25 Artificial Intelligence Section VIII Diverse Interaction types -> p. Dump water/liquid via barrel onto NPC
    p1. Dry soaking wet NPC off
    q. Tap on shoulder opposite from closest
    r. Spit on NPC
    s. Shine focused torch-light in NPC eyes (mirror/kaleidoscope system?)
    t. Tie feet together stealthily
    t1. Inform of NPC of tied feet
    u. Ring LOUD bell near NPC's ear
    v. Dump nails or slippery/sticky oil

    v1. Pick up nails or sponge up/shovel away slippery/sticky oil
    >> Consolidated #27 Quests Section XVII into Section IX (oops, redundancy)
  18. Emissary Vex Active Member


    I'm not disagreeing; I'm just going to play devils advocate for a moment. There are downsides to options. The best example I can come up with are EQ2 soga models. Some people really really hate the soga models. I mostly use soga models myself (except for erudites); given that I do dislike the erudite models; I can still understand why other people might dislike other soga models.

    Giving people options is very tricky because its only human nature that people pick favorites. Which does make it enoyable; except to the people who have a different favorite.
  19. Seliri Well-Known Member

    >> Added #21 User Interface Section XXII Map "cartography" system -- opacity adjustable mini-map/mega-map LEFT SHADOWED until explored
    a. Colored/terrain topography scroll map not shadowed
    b. Don't force weird icons, let SIMPLE DOT POIs (points of interest) be used if icons will be allowed on the map
    >> Added "& reputation constancy" to #5 Alternate Advancements Section Va -> V. NO AA specification swap on-the-fly -- AT HOME ONLY!
    a. Vital for instilling & rewarding sound PvP strategy '& reputation constancy'
    >> Added #4 Hyper-interactive environments Section XI Item Degradation -- keep to: fluff consumables, repair needs after too many deaths, or >ONLY< set bonuses/procs reduced by half
    a. Uncontrollable ruining of feats breeds immense apathy
    >> Added #4 Hyper-interactive environments Section X Runspeed -- keep below 101% of normal
    a. Limited contested travel options cultivate contested presence & community.
    b. THIS IS A FIERCE DEALBREAKER FOR MANY
    >> Added "a2. TOO LIBERAL of travel options are a FIERCE DEALBREAKER for >MANY<" to "Piquing Non-essentials" Section XII Mounts configured for aerial combat
    >> Added #21 User Interface Section XXIII Recipe filter/Keymap/Hotkey layout/User Interface profiles return!
  20. Seliri Well-Known Member

    >> Added #25 Artificial Intelligence Section VIIh4 Throw food at NPCs
    >> Edited #4 Hyper-interactive environments Section Ic Certain soil types affect (5): brick & concrete strength, trees, planted harvests, & foundation strength
    >> Edited #4 Hyper-interactive environments Section Vb1 Land plots with QUALITIES OF (4): water, soil, clay, & bedrock produce better (5): bricks, concrete, trees/lumber, planted harvests, foundations
    >> Added #29 Faction Section XII Guilds still require 6 players + coin for creation!
    a. Guild cloaks & heraldry returns!
    b. Guild uniform appearance armor type, textures, & colors
    c. Guild mount uniform textures & colors
    d. ONLY MINOR CONVENIENCE amenities (tradeskill stations, harvested raw depots, collectible depots, bestiary lore & legends depots, etc)
    e. NO PORTING amenities
    e1. OR, IF ANY porting amenities, 12-24-48+ hour reuse
    f. Guild halls >MUST NOT< replace towns or cities, but stand as an organizational hub & >minor< leisure area...for guilds...
    g. Leader/member scalable status/coin/rent tax & contribution
    h. Leader/member permission system returns!
    >> Added #4 Hyper-interactive environments Section IIo-o6 -> o. Killing NPC faction boats results in 2 NPC scout speedboats
    o1. NPCs then send out ship force to match "number of NPC adversaries"
    o2. If NPC boat reinforcements destroyed, they send out "number of NPC adversaries + 1"
    o3. If reinforcements destroyed again, they send out "number of NPC adversaries + 2"
    o4. If 2nd reinforcements destroyed, they stop
    o5. Attacking NPC faction harbor results in 10-20+ NPC boats attacking
    o6. Anchoring your boat in NPC town/city harbor nullifies threat
    o6a. Camping or anchoring your boat in home/guild hall harbor >DOES NOT< nullify the threat -- YOUR BOAT WILL BE DESTROYED