Wow, sounds like a great game for free.
I browsed the forums and their MoM manual. Some interesting features.
For example, you can unlock "monster templates" and play as a monster!
I agree with neonshadow...
Unless you can take (e.g. AFFORD) a hardcore C++ (or C#) bootcamp, you are likely better to buy a good self-teaching book.
If you purchase a decent book and have the discipline to keep with it, you can start creating t…
Mihos, I like the way you're thinking.
Anyone who is serious about voicing their opinions on how MMOs should be set up, Evilshadow has set up a great forum:
http://nationofshadows.net/GameStorming/index.php
We are discussing how to create a "u…
Evilshadow, I was thinking along the same lines...limit the amount of "Life Essence" (LE) depending on the amount of players that enter the world. However, while this can directly apply to items (such as your full plate mail uber suit), I think the…
Zoey, my idea is that the combat characters will fight for "Life Essence" (LE), which is basically required to initiate any skill, be it special fighting skills, casting magic spells, crafting...almost any skill higher than basic level. Thus, LE wi…
borderline, my son plays Runescape as his Internet connection is poor and Runescape isn't a connection hog. (I'm divorced and he lives far away)
The game I'm envisioning would (most likely) not allow you to max out skills. I'm unfamiliar with th…
A player-run economy on its own, however, won't prevent the market from becoming unbalanced. A common "currency" of some sort must exist, or else trades will become unwieldy.
Gold is generally not a good choice for a common currency because it's …
A player-run economy...this is my intention.
In fact, I'm taking it so far that 99.9% of useful items in the game must be made by player characters...For example, all players will start with (next to) NOTHING. A weapons crafter will need to suppl…