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Author Topic: [PROJECT] [WoD] An Untitled RP Project  (Read 1290 times)

SSolidor

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[PROJECT] [WoD] An Untitled RP Project
« on: May 13, 2016, 01:41:21 am »
Untitled WoW Project

Objective:

To create, deploy and maintain a platform and community dedicated to Role-Playing centralized around World of Warcraft. We will utilize the Trinity Core foundation as the emulator creating our own mechanics and changes as necessary to deliver a seamless and complete experience. This will not be a one-man led project but a community involvement to ensure we are developing to the best standards of the community.

Position Breakdown:

Team Manager: Sephler
Assistant Manager: Open

Client Manager: Open
Core Manager: Open
Database Manager: Open
Role-Play Manager: Open
Game Manager: Open

Client Team Member: Open
Core Team Member: Open
Database Team Member: Open
Lore Team Member: Open
Game Master: Open

About The Team Manager:

My name is Sephler (Obviously not real, just my online alias) and I have desired to create an awesome role-play environment for some time. I have for several years been a part of several role-play communities that I have felt have always lacked in different aspects. Usually continuity, sometimes progressive development, other times just community involvement or acceptance. I want to change this. My vision is to help create a unique experience solely for the community. I have experience in legacy wow (Pre MoP) dating all the way back to Vanilla. I have led many successful retail guilds and have ran a server of about 200+ active. I know quite a bit of client based organization and languages as well as some C++ and quite a bit of how Trinitycore is structured both Database and Core. My professional job is that I manager a large department for a tech retailer, so I have management experience. I plan on spending large amounts of my spare time dedicated to the project but I know that I cannot do it alone. I encourage anyone that has even the slightest sparked interest in this project to reach out to me and just talk about it. I love feedback. Thank you for your time.

Concept Plans:

A basic list of things that I would like to incorporate if agreed upon are;
A new class/path system. I believe that restrictions of a base class is an old school concept. Something I would like to implement is a path system using the base class fundamentals and opening up skills/spells to every path. Essentially, instead of choosing a class, you would choose a path, the path (ideally modeled after the Titans for lore) would alter just your base stats curve and your talent trees. Your path would give you more incentive to be a certain type of player (i.e. tank, healer, etc) but would certainly not limit you. Spells would be learned via scroll items, spells depending on their power would be very rare items only dropped by sensable mobs/bosses our server side events. Some would even be tradeable or sellable. Skills would be learned via NPCs hidden throughout the world. I believe this system really opens up the seemingly impossible imbalance of classes. You would only be as strong as your travels and luck would have you be.
Item reconstructed entirely. We would create items from the ground up, much like most of our systems. The current database is full of repetitive and meaningless items. Items/armor/weapons would only have one entry per displayid. Godlike/super armor would be named respectively as most is in Lore. And epic looking items would be far harder to obtain. Only weapons and armor types would have different effects. Meaning any cloth armor would have the same stats as another or plate armor, etc. All items would be open to all levels(seasons).
Levels wont exists. Youll simply be measured in “Seasons” the length of time played on the server. Being a higher season makes you no stronger than others. It simply a measurement of time. What will separate you is what you have acquired in your travels.
More will be added to this as time comes. These I find to be fundamentals and will give some insight to what I feel is a great path for our RPers. It balances out so you spend less time grinding or more time with each other. However will still give you plenty to progress with on your characters. It also opens the possibilities of so much more.

Please feel free to contact me via e-mail or the integrated message system if you are interested or have any feedback to offer. Thank you.

Sephler Solidor
SSolidor@outlook.com
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MountainLion

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Re: [PROJECT] [WoD] An Untitled RP Project
« Reply #1 on: May 13, 2016, 05:48:13 am »
I like the class system you are thinking about, my system is similar. As for the rest I would strongly suggest you somehow begin working on the project and start showing the progress you make by yourself. People magically become encouraged when a project is set in motion without requiring much at first, so that's a great tip.

Also, I suggest to edit the post and elaborate more on the position descriptions as it will help people understand right from the start, what they could be interested in doing.

Good luck.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

SSolidor

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Re: [PROJECT] [WoD] An Untitled RP Project
« Reply #2 on: May 15, 2016, 08:19:53 pm »
I appreciate the feedback! I actually have been working on the project for a bit. I started with a 3.3.5 foundation though, just to learn the basic structure of client, database and core to make the needed changes. Of course a lot has changed obviously between 3.3.5 and 6.x, but it was an eye-opener at least. So I have a pretty good understanding of the layout and what items reference another or piggyback off another to be able to start the changes as needed. The whole goal of the recruitment as of now is to just ensure my ideas line up with others so I dont lose focus of whats truly important. Also a way of driving awareness. I do plan on updating progress and positions here shortly. Thank you again!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »