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Over The Horizon
#1
Posted 09 May 2008 - 05:24 PM
I ask you to keep in mind this thread is an overall outline of my ideas and all the fine details won’t be presented here because 1.) That would ruin the element of surprise if the essence of these ideas were implemented and 2.) I haven’t figured them all out yet!
Lastly, why am I doing this? It’s quite simple really. Even though I have been inactive over the last 6 months due to my deployment I have still kept in touch with the community, which includes players, staff, and others on the message board. I have been around the NM community since the start and I naturally enjoy creative thinking. Not too mention, I am wrapping up my deployment and will be back home very soon.
* Note: It is better to read this thread in its entirety opposed to reading only a little here and there. All three Parts have interlacing concepts!
Part I – Discovering New Grounds
To be quite frank, what I mean by this is: new and more areas. Before anyone starts allowing the thoughts of balancing, improbability, man-power or Michael Jackson scoping out your children to leak into your mind: please don’t. If there was a graphical chart depicting the quantity of the player base over the last 2-3 years you would easily notice a gradual decline. The entire grounds of my thinking and optimism is “picturing a better Night Mist tomorrow” sort of thing. Consequently, in order to keep the game fresh, colorful and innovative I think a consistent implementation of flourishing areas needs to happen.
More areas by no means is a bad thing as long as they’re well-thought out and logical. There are two types of area development that I categorize in my mind.
Type A: Renovate and create!
Many players have pointed out the case of there being only a select few areas that people are confined to for training between levels 20-30+. Simply taking one area, such as the RG or dessy (for example) and theoretically copying all the attributes from the area’s mobs, using these same stats for another area and its mobs, then creating a “new look” through means of writing the descriptions, then finally implementing the area and viola! You have a gorgeous new area that presents the players with another option for training. With time, players could actually log-on and ask themselves, “Do I want to train here or there today? They’re both equally good exp and both equally awesome, fun areas.”
Type B: Dangerously sexy areas (Formally known as the “hybrid areas”).
The second category of area development is a bit tricky to capture in words seeing it’s the pinnacle of greatness. This entire branch of idea is very close in proximity to a specific area I have submitted under Area Development, and directly stems from that. So I will briefly describe what I mean here then if you want an example you can check out my area here: http://www.nightmist...showtopic=26604
Also, it’s important to note that these types of area link to my other ideas of the game’s overall improvement, which are described further down the thread.
As mentioned above, players have sent out distress signals that clearly shouts “we’re tired of the same areas that we have been running circles around for years!” But this only the first half of this argument, the second half is “we’re also tired of training our level 30+ characters in the same areas we trained to get them passed 30 in the first place!”.
Wow, this sounds like we need to come up with a resolution, and fast! This is why I introduce what I call hybrid areas. I call them hybrid areas because they are larger terrains that encompass many elements, all intertwined into one nice exciting package. These areas are specifically designed for the level 30+ adventurers, which have a change of scenery, new mobs, and slightly more experience (pod rates).
Justification: The current game system allows players to train in the same areas, acquiring the same amount of pod rates, which they will still be in when they’re over level 30. That is simply ludicrous. The 1-alt server has been out for over a year now and the top experience is 1.7 billion. To reach level 40 you need 4.6 billion. The game really really needs more content for the players adventuring between level 30 and 40. The staff said it them selves, reaching level 35 alone is an honorable feat, yet they’re not even awarded with –anything- else. This leads me to the next feature of hybrid areas:
These areas will have innovative story-lines, quests, and bosses that will equate not only to overall more diverse areas, but also to new loot for the level 30+ players. Now let me immediately address what will more than likely spring into people’s minds: These items will not be ridiculously over-powered. I’m talking about simply giving the higher players some more options of customizing their characters by making new items that have slightly higher AC and BD counts than the current level 30 equipment. This can easily be achieved with minimal effort and I bet it would be greatly appreciated.
Once again, there are a lot more fine details to which I am describing with these “hybrid” areas but I can’t sit here and divulge too much into it.
Part II – “We’re tired of all being aliens!”
That’s right! Aliens indeed. I picked this word because it’s the first one that pumps into my brain when I think of all the similarities between characters, or radically stated: the lack of customization. I think the flood gates should be yanked wide open and I think a load of new items should be sprinkled all over Night Mist. Similar to what I was saying at the end of Part I with the hybrid areas and the thought of entertaining level 30-40’s with new items, I don’t think it should stop here! Upon creating a character, you can equip him or her at level 1. Then at level 5, 10, 15, 20, 25, then 30 you can respectively upgrade by getting new standard equipment. Then between .25 million experience to 4.6 billion you’re stick with the same stuff. I have to say it again: This is ludicrous. Established in my “hybrid areas” are villages and other vendors that would allow players to obtain standard equipment which would provide upgrades at levels 33, 35, 38 and 40 (approximately).
Now I have beaten that dead horse enough. Let dive deeper into character customization.
Trade Skills: Tired of being a consistently boring beam-slewing mage? Sick of smacking stuff around with that same old Adamant Warhammer that you been using for ages (and still doesn’t have a scratch on it!). Well, fear no more! I introduce to you a system that would allow you to be a Blacksmith.
Right now we kind of… have a trade skill available to us, known as crafting. This was a beautiful addition to the game when first implemented but let’s not stop here! I think it would be magnificent for a players to obtain a variety of loot and supplies in order to customize their weapons. More specifically, re-naming them. This entire idea can introduce new mini-quests and allow players to strive for something else other than tedious leveling all the time. Obviously, players couldn’t simply type in a command and then freely change their weapon’s name because 1.) That would be a dumb idea and we would see: “Gordo just forgot to block Sartha and her awesome Seemingly Wooden Stick, But Really Enhanced by Magical Enchantments. And 2.) that would require coding which isn’t possible.
There would be a vendor (NPC) available that would allow you to trade your current weapon in for another one from a selection of alternate names. * Side note: I was thinking each customizable weapon could have a set number of possible alternates, and the names of these new alternatives could be submitted by the players on the forum, then voted on. This would be a cool little way to get people involved.
As you can see, this could be a cool addition that once again would require no additional coding, would not be hard to balance an implement, and would be cool aspect to the game.
Part III – Allow Me to Blow Your Mind (Storyline – Great Tales Shifted in Real-Time by the Players)
People have heard me religiously point out this lacking aspect to the game before. Well guess what? I’m doing it again. But this time I will offer my solution. Let me paint this quick picture for you:
A new player accesses the Night Mist home page. The first thing he or she sees is the top link tool bar, the logo and a quick synopsis and background story that summarizes the game. This quick tale… oh wait, I was thinking about the old web site where it used to have a story posted about how the mighty land of Night Mist came to be with the “Mist” and all that jazz. I stand corrected, there isn’t even that anymore.
Design/Idea: I think there should be live quests ran that encompass an actual story-line. These quests will be nothing like any other quest ran before and I honestly believe people would participate. So no need point out the past history of unsuccessful quests. Here’s why it would work:
Every 1 or 2 weeks: There would be a portion or “Chapter” of the story-line displayed for all to see. Not only will this give an intriguing insight to the game it will also serve as introduction or prologue to the next upcoming event. The players will be led around by hints scattered around areas (do you recall my hybrid areas? *wink wink*) and also by Staff playing the role(s) of key characters in the story-line. As the party of quest participants are being led around, accomplishing various tasks, they will randomly come to forks in the road. At this point, the groups will have to make vital choices that can lead to various outcomes. Thus, shaping and playing a real-time role in shaping the game’s unfolding story. Proceeding events will be influenced by past actions and it will be an ever-shaping tale.
What’s cool about this? These quests are designed so it’s not all about high levels whacking away at mobs. It will be trial of teamwork and mind work combined! So even a newer lowbie could contribute to how the game unfolds!
Conclusion/Highlights:
I could go on and get deeper into the juicy details (oh and are they juicy). But I feel this thread is along enough and I only meant to be an introduction! Some highlighted points:
- All these additions require no further coding.
- A lot of these trailing ideas have already been in the process of worked on (by me).
- It may sound like a lot, but as the above states, I already have stuff planned out.
- These ideas are beneficial to all parties, low and high level players
Please feel free to comment or add suggestions. If any of these ideas grab your attention but my summary left you questioning further, please ask me any questions and I can elaborate on my ideas.
I believe with serious changes and new fun opportunities created, will keep Night Mist alive and kickin’!
Coming Soon….
Volume II: Over the Horizon:
If I get generally good feed back on this opening summary I will then post another thread outlining greater details of even more ideas I’ve been working on. Such as a new weekly event/competition called “Geographer’s Challenge (Sent from the Running Gods Themselves), Level 40 and Beyond, and new dynamic to clans.
#2
Posted 09 May 2008 - 07:23 PM
![:ph34r:](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/wink.gif)
#3
Posted 09 May 2008 - 09:47 PM
Back into the shadows once again...
#4
Posted 10 May 2008 - 12:45 PM
On the other hand, I honestly believe there are enough people out there who do still hold interest in text-based MMOs and I also believe it’s possible to get Night Mist back on the incline in terms of overall productivity and player base.
The down sound is true to what you pointed out: without admin who once actually handled –and- updated the code we are left with limitations. But with proper motivation I can still see cool new ideas being made quite possible. You can take anything, and if you succeed in having it produce a “fun factor” it can definitely work.
(Side Note: In terms of the actual work load it wouldn’t be that bad because like I said, none of this requires further programming. I alone could handle it because it’s something I enjoy.)
P.S – Thanks Equinox!
#5
Posted 10 May 2008 - 10:08 PM
i totally agree with practically everything in the original post, especially the bit about not having anything extra from 0.25 to 4.76 bil.
it's plausible that the SOB hasn't spawned
¯¨:·»Gently spamming the forum since 2003«·:¨¯
#6
Posted 10 May 2008 - 10:52 PM
genre isnt dead, and never will be
Lmao, mr. expert. Since 1997, when MMORPG's started to become more and more popular, MUD's have been slinking (in general). I normaly respect other peoples views, but just stating something like this is just being thick headed.
The genre has been here since 1978, NM was actually very late and came after the hype was already going downwards.
And just for your information, with where we stand today it's actually easier to make a 2d or even 3d game then it is to make a MUD like NM. Simply because it's where we are. Just like it's easier to use a lighter to make fire then it is to use 2 sticks.
Edited by Angelus, 10 May 2008 - 10:54 PM.
Back into the shadows once again...
#7
Posted 10 May 2008 - 11:20 PM
Just like it's easier to use a lighter to make fire then it is to use 2 sticks.
lol sorry that made me laugh
![:ph34r:](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/laugh.gif)
Elf
![;)](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/wub.gif)
Meeting you was fate,
Becoming your friend was a choice,
But falling in love with you was beyond my control..
#8
Posted 11 May 2008 - 04:02 PM
The point is to express ideas on how NM can be improved so that it can live on for those who -do- care about it.
Thanks for the supportive comment Raylen!
#9
Posted 13 May 2008 - 02:31 PM
If someone has the time and ambition to do all this, more power to them.
Corinne in-game.
#10
Posted 13 May 2008 - 02:55 PM
P.S. - I'll see ya soon.
![:ph34r:](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/wink.gif)
#11
Posted 26 July 2008 - 11:08 PM
#12
Posted 26 July 2008 - 11:43 PM
#13
Posted 26 July 2008 - 11:49 PM
Jµ§t å fîgméñt øf yøµ® îmågîñåtîøñ
1a - Rise/Mythical
#14
Posted 30 May 2011 - 05:58 AM
I think it will be good to get some fresh eyes on this.
#15
Posted 30 May 2011 - 10:58 PM
genre isnt dead, and never will be
Lmao, mr. expert. Since 1997, when MMORPG's started to become more and more popular, MUD's have been slinking (in general). I normaly respect other peoples views, but just stating something like this is just being thick headed.
Pff. Guess you and I have different definitions of dead then tbh. There will always be people who want to play text-based adventure games. Just because there are fewer people now than there used to be...
it's plausible that the SOB hasn't spawned
¯¨:·»Gently spamming the forum since 2003«·:¨¯
#16
Posted 31 May 2011 - 05:58 PM
Can't people grasp that it's not just NM, it's the whole genre that's dead. Time to move on people, how is it that hard to understand that these improvements take so much work to do on such an outdated game that it simply doesn't weigh up to the the little extra fun people will have from it.
If it's so dead, why are there still so many people rallying for improvements to the game. Why was a new staff member added to the 1 alt server if it's dead. There are plenty of people that still wish to play this game. If you are not one of them fine, everyone has thier reasons. But that is no reason at all to run around saying it's dead. I can think of several people that would be more than happy to play again if some new areas were opened for the higher level crits on 1a. Something along the lines of Dvergar Stronghold on the multi server. PoD runs 70-100 the whole trip, and the gold is pretty good too. If you manage to complete the whole run, from beginning, to key boss, to final boss, you stand to clear 150k for an hour to hour and a half run while making 2-3m xp on each attacking crit. Mind you that's main server.
#17
Posted 31 May 2011 - 06:00 PM
I think there are a lot of good ideas here that could help make the game more fun for not only new players but also people that have been here for years. I think we can all agree it gets tedious playing the game the same way every day, and some new changes would be greatly appreciated.
If someone has the time and ambition to do all this, more power to them.
When you came back to the main server and started playing with us again. Wasn't it great fun going into the high level areas on main? Going to Dvergar Stronghold and pwning it up. Or when we went to Soft Places, and we got you that Cerulean Periapt drop. Getting to do something different and a little more challenging than what's been done over and over and over through the years.
Edited by Pureza, 31 May 2011 - 06:10 PM.
#18
Posted 31 May 2011 - 06:11 PM
I'm a multi alt player, strictly multi alt. I understand that you would prefer to work on just the 1 alt server and that is fine. I support everything you are saying, as the game is no where near dead. It's just gotten boring. The most fun i've ever had playing Nightmist, was when I returned a little over 2 years ago and started mapping the Dvergar Stronghold. Mapping, learning new areas, getting new drops (even if just renamed), is what made Nightmist as fun as it was in it's heyday.
It saddens me that people continue to insist that this game is dead, when it's far from it. All it would take was some administration and staff that care. We currently have the staff that care, but the administration has grown up. They don't have the time, and maybe not even the inclination, to administer to the game the way it needs. In either case, PureMourning is right. It will take a combined effort of the playerbase, the staff, and the administration to bring nm anywhere near what it used to be. That being said, JLH has openly stated that if the playerbase increases, he would be more apt to restaff the servers and perhaps even code some updates.
So first off, we need to find a way to increase the playerbase. The roller is by far the biggest deterrent from new players coming in. As it stands now the worst stat you could possibly roll is perfect stat-11. So on a dwarf, the lowest possible strength would be 10. Perhaps reduce it from perfect stat-11 to perfect stat-8. Yes, I know. People will say that devalues the nice stat'd crits that were rolled before it happens. In all honesty though, who cares. We aren't trying to increase the value of stuff. Our sole aim is to increase the player base. If new people could get past the roller, I think we'd have an influx, small though it might be, of TOTALLY NEW PLAYERS.
Revamped areas would be awesome. I would love to see the desert redesigned and added as a "New" area elsewhere. Maybe turn it into some giant cave system around Resthaven. Multi already has what have been referred to as "Hybrid" areas. And those are by far my favorite areas to spend time in.
In any case, fully 110% totally supported. Even if it's just for the 1 alt server. Though i'd like to see much the same done on main.
#19
Posted 24 July 2011 - 07:45 PM
I decided to continue further;
Staff (even brand new ones) have not thought outside of the box. Apparently, they think that to increase difficulty of the game, you need to make it so more people are required to complete an area. I strongly believe that NM1A should lean primarily on being a solo achievable experience. And I believe the only time this was achieved was by the addition of the post 30 leveling system, recently added. I've devised areas that require very few people, but within the same realm of difficulty. I've kept these things pretty much to myself, thanks to past experiences, but the point is; it's very possible. I'm always going to love the idea of text based MUDs, but right now I really hate the lack of diversity required to achieve victory in this game.
Edited by Tietsu, 24 July 2011 - 08:02 PM.
#20
Posted 29 August 2011 - 10:44 PM
Rob knows the kind of work I've done in the past on ToA, and this is above and beyond that, as even that has been a yearish ago.
![:lol:](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/smile.gif)
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