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Topics - Sina

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1
Random / Wildstar World Editor
« on: July 15, 2014, 08:02:30 pm »
Wildstar was created by former WoW devs.
Just wanted to share this article about their world editor (mostly, because it's funny how it's the same as in WoW : D). Also nice to know how long they worked on it and... well, it's named like the one modcraft is creating for WoW.

http://www.makinggames.de/index.php/mag ... f_wildstar

2
Management / Skype, Forum, Creator...
« on: April 25, 2014, 12:06:53 am »
To clear things a bit up, I made a little table:




Hope it helps a bit.
If there are still questions, post them. (;

3
Management / [Blog] What did you achieve today?
« on: March 20, 2014, 01:39:55 pm »
I want to see it!

Sometimes it feels like nothing happens on Maruum - but that's not true!
Next time you did something, post it here!
Just one line and maybe a nice screenshot.

Worldbuilding, DBC work, a concept - everything fits here!

Happy "Blogging"!

4
Lore Team / Cerill camp lore discussion
« on: December 12, 2013, 11:43:10 pm »
I had a little talk with Joker about the worldbuilding of the camps and - while talking about this - also about the lore of the camps. Here's what we came up to.

One leader of each race
Since there is a whole camp only for the leaders, and there are four big tents in it, every race will have a leader. Together they make decisions about the camp. The leaders don't have to be voted. How they were chosen depends on the race (most sympathic, strongest,...).
(This replaces my idea of having a couple as "leader" with a strong orc as leader in behalf.)

Recruits in the leader's camp
The leaders keep a lot of the recruits and warriors of their race in their camp. First to train them, second to keep the leader's camp save (it's nearer to the continent and else there would be to less people for not getting overrun).

Drows on the other side of the river
The drows will live on the other side of the river, within the camp palisade. So the wall there isn't completely useless. They live there because they want to separate themselves from the other races  - as they wish to be separated from the drows.

Leader's camp on an ancient building
There was once a building, because the road to this camp would make no sense (to me. Tell me, if there is some more Cerill lore, why these roads exist).

Guy in lake house
We don't know what he will be yet. Problem is, that it's weird that the camp isn't much nearer to him, since he could know more about the landscape. Also the leaders could have taken the house, instead of living in tents. There have to be reasons for all this.
Nobody cared for the houses of the nobles in the mountains since they were well hidden and hard to reach.

Fear of the land
The camp inhabitants are more or less afraid of the landscape. On the one they don't know the land, on the other they were part of an big amnesia. Whatever caused it must be mighty and could live there.
They want to create expeditions into the zones, but they didn't want to raise their camp directly there and didn't contact the inhabitants yet.


I think that's it so far.
Opinions are welcome.

5
Builder Team / Camp rework review
« on: December 12, 2013, 04:44:29 pm »
Nice work so far, here are the small things I found.
There were a lot of little bugs in the small camp. This shouldn't be tested yet, or?


- Why are there burning rocks near to the medical supplies?

- Tree in camp should be more in the ground (first one left, if you enter). The texture at the base isn't made for being seen. Doesn't look nice, in my opinion.
- Chest side near medical supplies is leaning against fresh air.
- Fence at graveyard isn't closed at one side.
- Bushes on graveyard are shining. Intended to do so?
- Edgy mud layer on the other side of the river.
- Small gap in palisade on other side of the river. Intended?

Not fitting to the ground:
- one palisade in the river
- blue tent near Gerill Drat
- things in cooking tent

6
Lore Team / Collecting NPC ideas
« on: December 07, 2013, 01:46:42 am »
Just to inform you about the progress.

At the moment NPC ideas are collected in the WIKI.

7
Management / Coordinating worldbuildings
« on: September 13, 2013, 04:23:28 am »
I have a suggestion how to organize worldbuildings to avoid having two people working on the same adts at one time.



Should be understandable.
You claim adts as you work on them and unclaim them, as you finished and pushed to repo.


Getting a picture from noggit 2dview should be that hard. Rather more, getting it coded on a website... (;

Would this be possible?

8
Management / Which jobs/groups do we have?
« on: September 13, 2013, 03:48:04 am »
Question is:
Which jobs/groups DO we have?
Which jobs/groups do we WANT TO have?

Every group should have...
- a group leader. (Tries to keep the group members working.)
- introductions/tutorials. (To tell the members exactly what to do/who to ask for more work.)
- a forum. (Only artists and testers missing. Use for discussion, requests (by other groups!), documentation (with wiki).)

I think everyone will be in two groups (at least).


I try a list. Tell me your opinion.


Quote
.
Managment
- Big Boss (Steff)
Coordinating the groups, answering questions.
- Recruitment manager
Recruiting, introducing newbies.
- Mr. Tutorial/Standart
Creating easy tutorials on how to do things, overlooking tutorials by the groups and organizing the Wiki.

Techs
- DBC Tech
Working with Client Side database files.
- DB Tech
Working with TrinityCore Database.
- Interface Tech
Creating Interfaces (XML & LUA).
- Coder
Scripting/creating programs for easier development.

Builders
- Worldbuilder
Creating big zones (Noggit, FuTa).
- Questspacebuilder
Creating smaller places with less texturing (Noggit).
- Detailbuilder
Placing non-questrealted gameobjects ingame.

Writers
- Lore
Discussing and writing the lore of Maruum.
- Quest writer
Writing quests based on the lore.

Artists
- NPC Designer
Designing NPCs based on quests/lore.
- Item Designer
Designing/creating items based on quests/lore.
- 3D Artist
Creating 3D models.
- 2D Artist
Creating textures.

Testers
Playing the alpha and reporting bugs to the groups.



Are you okay with that?
Didn't you understand something?
Is something missing?

9
Lore Team / Breaking up quest hubs?
« on: August 15, 2013, 01:31:24 pm »
An idea I got from this article: http://www.mmplay.de/501/mmorpg-quest-d ... nformation

How about instead of placing all the quest givers in one place (which would mean, that you have to read a bunch of quest text at once), more likely spreading them throughout the landscape?

First: I don't want one quest line for a zone, like it was added to WoW in Cata.
I just hate it to get to a new city and see thousands of exclamation marks. First, I have to read a lot then (or not read it and not understand the story) and second, I have to think where to go best, to solve multiple quests at one time.
How about placing more quest givers in the landscape, into enemy camps or somewhere near them?
Instead of getting 20 quests in the city, you get about 4, and find some more quest givers near you quest mobs. So you don't read 15k words at once, you can beat up some wolves or such in between.

The reason why I mention that is that right now, we have quest spots set for cerill.
Maybe this is just a hint for quest writers, but what do you think?

10
Tech Team / Balance Testing - Starting without stats?
« on: August 15, 2013, 01:08:46 pm »
Since we're implementing quests (and therefore npcs and items) I had a quick thought about balancing.

Idea short: No stats/levels/etc during testing phase.

Idea long:
We don't have a step-by-step implementation of quests, it's fluid. (Which means, we bring up one quest after another instead of thinking about all of them and afterwards bringing them in the game. Has the big advantage that lore and tech team can work simultaneously -> everybody got work.)
There are two major problems:
  • Hard balancing. Balancing a system in progress, isn't easy. With every new quest you may have to lower the xp of another one.
  • Hard testing. To see the quests that have to be tested, you have to set up your level. So you may beat yourself through the lower quests very fast, even if you have to kill 2000 wolves.

If we start with a default level and default stats, we can test the whole content without progression problems. Also even people without balancing knowledge can add mobs, since everything gets default stats.
When we think that the first quest zones are fine, we can fit the quests to levels and set the progression for the whole zone.


What do you think about it?

11
Lore Team / QUEST DISCUSSION!
« on: August 05, 2013, 04:43:53 pm »
We're discussing quests in the wiki!
Please join the discussion!


1. Create a wiki account.
2. Go to http://maruum.net/wiki/index.php?title= ... uest_ideas .
3. Click on "edit" and write
Code: [Select]
''[YOUR COMMENT HERE]'' ~~~~under a quest!


Hope to see a lot of comments!

12
Lore Team / Enemy camps?
« on: July 31, 2013, 12:50:42 pm »
I wanted to ask/discuss what enemy camps (or sth like that) are planned on the Alpha.

I already heard of wolves and creatures in the woods.

But are there also already some humanoid enemys? Those would be really important for some quests.

Also, since I saw that there are a lot of quests that need you to get wood:
How about those small walking tree mobs? Killing those would be much cooler than just chopping down trees. Well, yes, there would also a story needed for those.


Questions:
What is already planned?
What would you need for quests?
Or just: What should be there in your opinion?

13
Lore Team / Questline Plan: The pale trees
« on: October 26, 2012, 04:07:18 pm »
The pale trees

This is my idea for the questline for the pale trees which can be found in the Forest.
The texts aren't finished, only notes, maily because my english is horrible. And I rather first show the idea. (-;

The quest starts with a little girl, walking around the forest at night.

Quest Area: Forest

1.


Quest Provider: Eyna Moreproud (little girl)
Quest Receiver: The Mage
Quest Title: Not alone at all
Objectives: Talk to a mage, to learn more about the forest spirits.

Details: "What I am doing, alone in the forest? I'm not alone. You are not the first here. The old spirits  of the forest are guarding me.
("-" marks player answers. They don't change anything, just to make it more... like talking)
- You should care. Maybe, they're evil.
- Well, than everything's allright...
No! They are tired. They said, I should find someone to help them. But I don't go to other people anymore since I know the ghosts.
But... couldn't you talk to them? They live at the pale trees!
I... I think, adults can't see them.
Oh, poor ghosts..."

Complete: "Forest spirits? Strange... "


2.


Quest Provider: The Mage (or somebody who could know such things)
Quest Receiver: The Stone
Quest Title: The magic of stones

Objectives: Get and use the right runestone and talk to the spirits.

Details: "Most ghosts can be seen, if you use the right runestone. I don't got some here, but I heard the group XXX is using them for their rituals. They won't give them to you, if you ask..."

Note: The player has to kill the members of group XXX (maybe something furbolg-alike or a cult), which drop runestones. The player does not know the effects of the stones, before he tried out.
Blue runestone (rare): Brings you into the world of ghosts (the inivisble-potion-effect).
Red runestone (casual): Heals you.
Faded runestone (casual): Alcohol effect (it's not strong enough, to bring you into the ghost-world)
Black runestone (rare): Damages you.

Talking to ghosts: "[Talking about things like "Betrayed betrayers", "Innocent culprit"]
Free me!
- <give him a black runestone> -> Ghost dies
- I can't. -> "Then I'll free you of your inability!" (ghost attacks)

Note: There is one tree without ghost. Instead, there is just a mark/stone/sth like that. There you can end the quest, as you killed all the ghosts.
Complete: "I free all I've seen. What is with this here...?"

3.


Quest Provider: The Stone
Quest Receiver: Eyna Moreproud
Quest Title: I killed your friends

Objectives: Talk to the girl about the ghosts.

Details: "Nothing here. Maybe, he went away or something. I should tell Eyna about the progress."
Complete: "You helped them? Oooh, that's so nice of you!
Here! Take what I found in the forest! (gives you mats, etc)"


4.


Quest Provider:  Eyna Moreproud
Quest Receiver: The last ghost
Quest Title: One to go

Objectives: Find the ghost in the castle.

Details: "- There was no ghost on one of the trees.
Not? Maybe he's away. He wanted to go to the house on the mountain (castle), to bring something in order...

Complete: "Someone found me! Oh grace of light, oh pain of the betrayer!"

Note: The ghost will be in an instance or some other dungeon of evil people. Again, you'll need one of the blue runestones to see him.


5.


Quest Provider:  The last ghost
Quest Receiver: The last ghost
Quest Title: More to go

Objectives: Kill the beasts.

Details: "What a luck, that you came here. You know, I-...
What do you mean with "betrayer"?
Oh, it's a old story! <he sighs> The story why I'm here, the story why I am, what I am.
- So tell it.
I'm ashamed, to say it...
It was long time ago, I think. Since time doesn't matter anymore, it feels even longer. This time, me and others sign on to murder people in the forest. Don't be too strict with us! We all had problems and the sum was just to high, to not take this dishonoring job.
The dark man [[The evil mage?]] said, they deserved to die. He gave us poisoned daggers and said, it would kill them fast. Oh grace of death!
I found my victim in the forest, looking for something. But as I hit him with the dagger, he didn't die! He grew up, became a monster, a beast! No chance to run away... he killed me and... even more, ripped the soul of my body, forced to live as a spectral being.
I was alone. The poison streamed into the earth and even poisoned the trees. This wasn't poison to kill, this was black magic!
The beast disappered, someone took it, I think. I'm sure.
This is where the man lived. I walked around and found a secret chamber, full of corpses and angry ghosts. The beasts must be there.
Take this key. You have to kill them! You can't let this nightmare go on!"

Complete: "You did it? You ended this emeral night?"

Note: The key opens a door in the instance/house to the chamber.
If you don't use a blue runestone, there are just a lot of corpses and at the end, the beasts.



5.1


Quest Provider:  The last ghost
Quest Receiver: The last ghost
Quest Title: The victims of the victims

Objectives: Kill the ghosts in the chamber.

Details: "Wait just a moment!
Though, they didn't let me to the beasts, they are also just victims of the same curse, lieing on me.
Please free them, they don't deserve to "live" on like this."

Complete: "I thank you. In the name, of everyone, who won't stay on like this."

Note: If you use a blue runestone, the corridor is full of ghosts, which will attack you.


5.1


Quest Provider: The last ghost
Quest Receiver: Eyna Moreproud
Quest Title: One is left... / It's dangerous, to go alone.

Objectives: Find two daggers and talk to Eyna.

Details: "So, it is over.
But only this... I don't want to even imagine what this dark man also did or maybe will do.

Please, fullfill this last wish:
The girl, you met and talked about us... thank her.
And... since we will find emeral peace, she will be alone now. She will need to grow up.

On the trees, there could still be the daggers. Find two and bring her one.
All my thanks will be with you."

Complete: "They're... gone?
Maybe  he's right. I can't stay a child forever. <she inspects the dagger in her hands> Now, I'm a woman! Brave, strong and tall! <she puts the dagger on her belt>

But I'm not alone. I got you! You'll be my new best friend!
Here, take this. I played with it, but I won't need it anymore. (gives you a bag with money, etc)"

Note: You can equip both daggers, you don't have to finish this quest.

14
Random / [Fun?] How to invent a name (for a program)
« on: April 01, 2012, 09:00:15 pm »
How to invent a name for something:

Step 1: Invent a name.
Step 2: Google the name (also image search!)


Sorry for this "senseless" post, but, i had to write this because of "FuTa", a great program but... look it up on google image search. Then you'll know, why I HAVE TO hint on this danger of names, creating pictures in heads which shouldn't be there.


Greetings
Sina

(P.S.: Please only google it, if you're 18+ )

15
Miscellaneous / [QUESTION] Darker nights
« on: November 02, 2011, 10:16:10 pm »
I just wanted to know if anyone know how to get nights more dark (or where to search about this).



I heard that the nights were more dark in Classic or Alpha but it had been changed because of gamers which could just start gameing late.

That would be really cool for an RP-Realm, so you had a realistic "stealth"-system, more use for lights, etc, etc, etc.


Thanks for reading so far (:

Sina




P.S.: No, I don't want to make my screen all dark just for me, that would also effect the lamp my char is holding. Also I want all players to got this darker nights and not to be turned off easily.

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