Wilderness stuff


  • registered

    Ok, you have the mole hide in aethilforge, the fox fur in olaria, the buck skin (bedroll)... well, an idea has seeded itself in my head...

    Why not put as much of this type things, stuff dealing with animal parts, skins, hides, etc, in the wilderness stock area (if it's still there! ^_^ ) and perhaps letting all other areas have the ability to load the objects they need for various quests or jobs that require them. For instance, the olaria shop that lets you make fox fur bedrolls requires the use of the fox fur pelts. Those foxes are found in Olaria, and I assume (duh?) that the pelt is an object in the olaria area.

    Well, what if someone makes a fox in a different area? The same, or very similar kind of fox, mind you... wouldn't that be a waste of objects? The builder(s) could just use that object number for something else. :) Plus, if these animals/objects/etc were made in the stock area, the mobs/objects could be more consistant across the mud realm. It just doesn't make sense that a fox in one area would be fit for a first classer, whereas an almost identical fox on a different continent would slaughter a second classer (not saying such a thing exists atm, just using an example).

    I know there is (or was!) a problem with trying to reference an object from a different area. Not sure if that's fixed yet, but if not, it might be averted by simply loading the wilderness stock area early. :)

    Second part of this idea:
    If the stock area is made like the suggestion, then how about populate the wilderness area with a few more kinds of... well, wild animals. Put some buck/deer in the forests. Stuff like that. Give people a reason to go out in the wilderness aside from just for traveling from "city" to "city". Have the hunt skill function out in the wilderness using vague directions. Have more wilderness skills. :) Have QUESTS that seek the pelt/hide/fur/skin/remains of some animal from a particular region of the wilderness. There's that massive expanse, yet all you see are the occasional wounded solder, butterfly, goat, beaver or gypsy. Me, I'd like to be able to shoot some defenseless forest creature with a bow and arrow and take the animal for some reward.

    That leads me to another part of the idea:
    Have a skill for skinning a corpse, with checks in there that give it a life expectancy. Maybe some skill for tanning the skin so it can be made into armor, clothes, bags, etc... ie, USED. These could then be taken to some shop that can make them into useful items, such as the foxfur bedroll, or sold for money. (I smell a fledgling economy sprouting! :) ) Another thing you could do would be to have a skill that the player could use to MAKE the items themselves, with the possibility that it's substandard or perhaps above average. :) These skills could be thrown into a group of skills that are classless, combined with other classless skills.


    Anyways, that's all for now. :)

  • registered

    not half bad, i like it :)

  • registered

    i expounded on this very idea in another section of the forums ~~[http://sentience.sanctuary-roleplay.org/modules.php?name=Forums&file=viewtopic&p=2455#2455" target="_blank">](
  • retired

    Very few, if any areas are completely out of object vnums or even that close. If this was a problem, I would agree completely with putting things in wilderness stock that should be a mud constant. However, as the system is right now, wilderness stock is a highly restricted area. I would rather not have 500 requests for objects/mobs to be made when we have enough spare vnums. As for mob constants, we have a copy feature that allows people to copy one file (mobs/object/room) to another place that they can work with it. So, when there are differences between mobs, it is either to fit a theme or for some specific reason. I will hopefully be looking into adding some wilderness mobs, but I need to talk to Syn first because I would like it to be area specific (mountain goats would not load in the middle of a forest, etc) I can also make it so if we have moles and what not, they can load either the same hide, or I can change the program to accept both kinds. Both options are easy fixes. I like the tanning idea, Tommi (and Xevira). Not exactly sure how to balance it, but I would like to see that in the future. eRT

Log in to reply