Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

World Wynncraft Gambling Tavern!

Discussion in 'General Suggestions' started by Thilyzh_, Aug 28, 2017.

?

Cool, or no cool?

  1. Nothing to add. This is great!

    35.1%
  2. A few things to point out for change, but overall very nice.

    51.4%
  3. Has potential, needs overhaul.

    5.4%
  4. Indifferent

    0 vote(s)
    0.0%
  5. I don't really like it. Needs complete redo

    0 vote(s)
    0.0%
  6. I don't like it much. The whole idea is not for me.

    2.7%
  7. No cool.

    5.4%
Thread Status:
Not open for further replies.
  1. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    Introduction
    We all know the economy is about as broken as the CoW’s human mind, and we all know that is due to the constant flood of emeralds pouring into the trade market, also known as inflation.
    To keep economy working, it will need one of two things. Either no way to get more money into the system than there already is or a money sink that takes out about the same amount that comes in. How Wynncraft works as of now, with the emeralds and items dropping regularly from mobs, found in loot chests, and received from item bombs/quests, the only solution is a money sink that works.
    Horses was supposed to be a money sink but to be honest, it is not working properly or people are not using it enough. Legendary Island is similar, though it is used frequently; the money drained by it is not close to enough.
    We need better alternative. One that works as well as attract players and continuously spend their hard-earned money.

    Therefore, I have come up with the idea of a gambling tavern.
    Originally, it came from a comment to a thread about what the next currency token should be, as in the successor to Liquefied Emeralds. The user @meolord said:
    I thought the idea was so good I started working on the idea for an actual suggestion, and this is what has come of that.
    This post is a bit old now, but that shall not stop me and over the time a few people, including @NinjaPro8000 and @C0d3r has helped me some with the development of this idea.


    The general idea
    The general idea is a tavern located in most major cities. Ragni, Detlas, Troms, Almuj, Nemract, Llevigar, Cinfras, Olux, Rodoroc, Ahmsord, Thesead, and Corkus are the cities I have thought would be fit for this tavern.
    The tavern is home to gambling, drinking, and stories from across the provinces.
    A number of NPCs will scatter the tavern. Some have news they’ve heard from somewhere in the world, some have stories of Siegfried, Bob and other heroes, some have stories they have heard of an unknown hero travelling the land and challenging evil, slaying monsters, and assisting residents of the provinces (stories of the Player as the player progress through the quests).
    Another set of NPCs will be merchants and gamblers. The merchants will be standing behind the bar and serving potions of drunkenness. The gamblers will be at the gambling tables at one side of the room.
    [I am currently working on a building suggesting the interior of the tavern. To suit the universal access of the tavern, I am thinking a cosmic theme with a bright/white structure, spruce wooden chairs and tables for contrast, sprinkled with birch for diversity as well as part glass floor with unobstructed view to the void. Possibly a half-spherical structured roof, as well as partly curved walls for added meteor/cosmic feel.
    Stone and wooden structure with a more earthly feel (straight walls, no view to the void, etc. is also an option. I just don’t want it to be dark and moody in the tavern as that would give an unwelcoming and maybe even hostile vibe. Brighter builds with windows and a welcoming, charming atmosphere is what I am looking for.
    ]
    The other side will be the bar area with tables to sit and drink and eat at, just like a normal bar.
    At the side of the entrance of the tavern, two exchange NPCs will be located. This is basically a bank. The NPCs are an Emerald Merchant and a Liquid Merchant and there will be an ender chest or two at the booth as well.
    An NPC close to the entrance will, when interacted, explain the tavern in rough detail, including the exchange, bar, NPC gambling, Player gambling, bar area. Of course, this giant wall of text in chat will be very annoying for the frequent visitor, so the NPC should be placed somewhere very visible, however secluded enough so players do not trigger them on accident every time they enter or leave the tavern.

    The entrance to the tavern will be a house in the cities, which will teleport the player to the same off-map location where the tavern itself will be. The exit in the tavern will teleport the player to the entrance of the house in the city where they entered.
    Another idea is to have the tavern located at only one place with only one entrance in the Wynncraft world. This idea is to counter the question of how the game knows which city the player came from in the first place, and possibly make more sense to the lore. The question emerged from this idea is however, which city it should be located in. Right now, there are a few ideas in the air, Pirate Cove, Detlas, Llevigar, Ragni, and Cinfras being some of them.
    While this is not a bad idea, I will still need feedback and suggestions for the details of it.


    The gambling
    The idea of the gambling will be similar to the idea of the Identifier. An NPC called Gambling Attendant will open a new GUI, when interacted. The GUI will look similar to the Powder Master’s Powder Upgrade GUI, with three spaces in a line for the entry, and a single space for the prize.
    The entry can only be emeralds of some form. There is one space in the entry box for the different types of emeralds present in Wynncraft. This is where it functions as a money sink. The lowest entry will be five Emerald Blocks.
    The prize however can be many different things from across the provinces.
    The idea is that the rewards will be based on chance, and the more money are entered, the higher chance for a bigger reward. However, only one item is rewarded every gamble.
    When a gamble has started, a short animation of rolling items will appear in the rewards box. When hovered over these items will display “???”, and the whole animation will be very similar to that of the Item Identifier’s.

    A chat message will also appear when a gamble has been initiated:
    [Attendant] You have gambled [X] emeralds. Your reward is on the way.

    When the reward is revealed, a message will say:
    [Attendant] You have won [Reward]! Congratulations.

    There will be a required level minimum for this gambling. This requirement will be level 21. However the tavern itself will be accessible at level 1.

    The prizes
    I have come up with a few prizes as rewards to the player. I have not put in Mythics as a reward, as I believe those are not suited for this, as their pricings on the market are far overboard for this to work as a money sink (And the fact that I don’t like the Mythic meta).

    New exclusive untradeable armor. This armor will be something for level 80-85+ and will be able to compare with end-game equipment. This is meant to be the grand prize and is meant to be something of dreams, and therefore something that should attract the player into spending their emeralds.
    [I shall be working on what these items might be, and how they will look and behave in a utilitarian situation in the nearest future.]

    A new set armor called Gambler’s Set. This set will also be untradeable; however, it will have stats that could be useful, such as Loot Bonus, Skill Point Boosts, and Life Steal. One of the piece might have negative XP Bonus for balancing.
    The set bonus would be Skill Boosts, more Life Steal, more Loot Bonus, Mana Steal, and small Elemental Defenses. To balance it out, the set bonus will have negative Elemental Damages as well as negative Raw Health Regen. Exactly how the stats will be distributed across the set pieces has not been finalized yet.
    This set does not encourage Boss combat, but is useful for grinding for loot and combating normal PVE mobs.
    The set will be composed of pink or magenta dyed leather armor at levels 40-90. Similar to the Morph set, each item should fit its own level range with the whole set still being worth carrying at higher levels.

    Unidentified Items. This can be anything from Unique to Legendary, from level 20 to level 100. All these are items that are already in the game and is currently obtainable by normal means. This reward includes accessories.
    The tier and level is random upon receiving this type of reward. (It is also be possible to make the level of the items be around the player's level. I just personally like the high-end vs. low-end randomness.)

    Horses. Horses are trusty, tough, and very useful, thus the gambler has a chance of getting a brown horse. If the gambler wins a horse, that horse has a random chance of delivery with a level use equal to, or higher than 1/10. (1/10, 3/10, 10/10, etc.)

    Emeralds. Some of the emeralds in the entry can be returned as a reward. The chance of getting emeralds returned is always 30% regardless of entry, however, if the emerald drop is activated the returned amount is completely random, though never more than the entry.
    The emerald return reward behaves very differently from the other rewards and is completely independent.
    The ‘Nothing’-reward behaves similarly.

    Random items. Junk and Misc. Items like Rotten Flesh, Robot Antennas, Cow Passes, etc. but also items like Skill Reset Scrolls, Seasail Passes, and Teleport Scrolls. Things the gambler did not come to get, and would not really want, yet might have some use the gambler. However, all items in this reward type are random, including the Teleportation Scrolls and Seasail Passes’ destination.

    Nothing. Yes, nothing. There is always a good portion of risk to a gamble, and this is the greatest one here. This reward has an independent and constant chance of 30%, and will be received with great sorrow, and sometimes maybe even anger and fury. Not that I personally vouch for the latter. I would be very surprised if anyone would be happy about it, though.
    The ‘Emerald Return’-reward behaves similarly.

    Chances
    The chances should accumulate to a perfect 100% all the time.
    The chance of the lower tier rewards will fade the more money was entered, slowly giving space for the higher tier rewards. Moreover, the higher tier rewards will not be obtainable at low entries, and will slowly replace the lower tier rewards as the entries rise. This should give the best “the more money, the better chance for better items” function. The tiers of rewards are shown by the order of the rewards on this list, top tiers at top, going down.

    · The Grand prize will start fading up at a one LE entry, starting from 0.1% and gain 0.1% every 4.96 EB. The idea is to come to a full 40% chance at 32 LE.
    · Gambler’s Set will start fading up at 20 EB entry, starting from 0.1% and gain 0.01% every 10 emeralds.
    · Unidentified items starts with a chance of 15% and will start fading when the higher tier rewards’ accumulated value exceeds 40%
    · Horse starts with a chance of 4% and will start fading up by 0.0131% every 1 emerald and start fading down again at a 24 EB entry by 0.131% every 10 emeralds. The idea is to top the horse’s chance at 20% at 24 EB.
    · Random Items will be the filler for when the other rewards’ accumulated value is under 40%.

    If the accumulated chance of the rewards above somehow exceeds 40%, the highest available tier reward will start eating away the lowest available tier reward, even if that reward is of a high tier, to continue forming the perfect 100%. If only one reward type is left, the chance will stop rising and remain level at 40%.


    Player gambling
    This is the other side of the gambling plate. Players can gamble each other. This type of gambling will be set in a GUI very similar to the trading GUI.
    Here players can input any tradeable entry, just like trading, and by the entry items’ net worth, the chances will calculate each players chance to take it all home. Both players chance will be displayed in percentages by hovering over the separators in the middle, and both players will need to confirm the gamble twice, exactly like trading. If a player enters nothing, that player’s chance will automatically be 0%.
    Basically, trading where one player will end up empty handed and the other with the whole deal.
    This gambling can only be done while both players are in the Tavern. /gamble [player] will send a request to the opponent, and /gamble [player] (exactly like /duel and /trade) will accept the request. Any player can exit out at any time with the escape button.
    Thanks again @Hodsonius
    To lighten the burden of the content team, I have come up with an alternative way to settle player gambling, thanks to the quote above.
    A duel where the two players facing off will, when confirming the gamble, be entered in a brawl of sorts. In a brawl, each player will have the exact same amount of health, damage and remove all skill points. The way I have thought of it, is to disregard the players’ level and class, disable spells, and then give them each a set of Flawless Chain armor and a Flawless Birch Spear. I believe the spear is the easiest to work with in a melee only situation no matter what class the player is used to playing. The set will give each player 658 health and 36-60 damage with Slow Attack Speed.
    Then it’s a fair duel where whoever wins walks with the gambled items and the loser gains nothing.
    Each player’s normal inventory and skill points is of course restored after a gamble with the addition of the items at stake.
    This way the gamble is settled by battling skill more than a random chance and heavy coding.

    When a request is sent, the request message will display:
    [Gamble] [Player] has requested a player gamble. Accept by typing /gamble [player].
    Similarly, the requesting gambler will receive a message in the chat:
    [Gamble] A gamble request is sent. Waiting for the opponent to accept.

    If a player types /gamble outside the tavern, an error message will display:
    [Gamble] You must be in a Gambling Tavern to gamble other players. The gamble request was cancelled.

    If the opposing player is not in the Tavern, an error message will display:
    [Gamble] Your requested opponent is not inside a Tavern. The gamble request was cancelled.

    For easier requesting, trading inside the tavern will be replaced with player gambling, so Shift+RightClick will also request a gamble (If possible).

    Summary
    In short, this tavern is a semi-large implementation for future content. A new way to interact and socialize while having fun doing it. Gamble away all of your game money, so you do not go doing it in real life.
    This is a place to hang out, chat, have a moment of rage when the gamble did not go to your favor, relax, and relieve the endless stress of working towards mile-high goals in life. That last point is what bars in real life are used for anyways.


    Pros
    • A money sink that should work very well. Get that economy fixed.
    • More content. Something to set the mind about when there is not much else to do.
    • A new interactive way to socialize with friends, strangers, NPCs. Have a chat over a cold one. Wynncraft is a multiplayer game. Might as well have some more features encouraging socializing.

    Cons
    • This will take a while to code and implement. With a high priority set on upcoming updates like “Road to Dern, Code Refactor, Fruma, etc. this idea might be in for a long shot.
    • A lot of work balancing the rewards of the NPC Gamble. (I’m sorry Selvut, it looks like you’ve got employment for a long time.)
    • A lot of work setting values for items for the Player Gamble. (This could use a helping hand if this should become a feature. Setting values for items that are not constant is a lot of work for the amount of items currently in the game.)(A way around this has been suggested and added. Check it out and tell me how you think of it.)


    Requesting help to complete/better this suggestion.
    • This is as much the overall community’s suggestion as it is mine. I feel like this suggestion is so big and has so many points that need addressed, that one person is not able to make it perfect. In spirit of the other points, please do not hesitate suggesting changes or new features regarding this. The more standpoints, the better.
    • I am not a brilliant command blocker, nor am I brilliant at building. If you want to help me display my visions better, feel free to message me pictures of GUIs, builds of the tavern, display messages, etc. Of course, you will be credited if I use your work. If you want to help me build the tavern in the style explained in the “General Idea” section, it is currently located on a whitelisted third-party server. You can message me about it so we can figure something out.
    • I am not brilliant at balancing items. If you have suggestions for what the rewards could look like, what their stats could be, more balanced chances, other rewards, etc. feel free to suggest it.
    • This is my idea of a good money sink. Everything in this suggestion can undergo change if you have a better idea of how it could work. I am open for any critique and new input.
    • As a lower priority, logos, images and colorful things to lighten up the post, would also be pretty cool. I am not brilliant at Photoshop, nor do I own a copy, so any help on this point would be very much appreciated as well.
    • New alternatives added. Let me know what you think about them!

    [Just for the heck of it. Word count original post: 2569!]
     
    Last edited: Sep 15, 2017
    meolord, coolname2034, Aya and 6 others like this.
  2. ThomAnn100

    ThomAnn100 I have reached peak intelligence VIP+

    Messages:
    2,468
    Likes Received:
    3,447
    Trophy Points:
    164
    Guild:
    Minecraft:
    I think there should be multiple games like a wheel of fortune, but otherwise a great suggestion!
     
    Lexwomy and Thilyzh_ like this.
  3. C0d3r

    C0d3r Travelled Adventurer

    Messages:
    7
    Likes Received:
    6
    Trophy Points:
    14
    Minecraft:
    This idea went above and beyond my expectations for what it would be! Definitely a good idea that I would love to see implemented in a future update.
     
    Thilyzh_ likes this.
  4. ReneCZ

    ReneCZ Rene Media CHAMPION

    Messages:
    530
    Likes Received:
    803
    Trophy Points:
    91
    Minecraft:
    Awesome Idea
     
  5. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    The NPC gambling is inspired a lot by a Roulette or Wheel of Fortune game. I just thought paying 1 EB per spin and having the same chances for the same prizes as paying 10 LE would be a bit unbalanced.
    I don't know what you expected, but as for me, when I started writing this, I thought it might take a couple hours to write. I even had the ideas for the interior layout, the gambling game mechanic, and the prizes prepared. It still took me several hours of continues work, and weeks in the making to balance it all out. When I was about halfway, I realized the "two, or so, days" I told NinjaPro would become a lot more than that.
     
  6. Pokextreme

    Pokextreme Avos Air Archer HERO

    Messages:
    5,335
    Likes Received:
    13,637
    Trophy Points:
    217
    Minecraft:
     
  7. Bloik

    Bloik Treasure Diver

    Messages:
    319
    Likes Received:
    115
    Trophy Points:
    44
    Minecraft:
    I think there should be a way to get a specific item you want, like if you put a brown horse in the slot and emeralds, it will either jack it up, jack it down, or erase it.

    But I think the nothing chance should be very low, and instead of nothing it will give you junk
     
  8. Dohdo

    Dohdo I'm back. Cancer in it's purest form.

    Messages:
    3,276
    Likes Received:
    2,200
    Trophy Points:
    125
    Guild:
    Minecraft:
    Yeah. While we're at it lets add things from the shop so we can match CSGO Lotto
     
  9. Dankeremo

    Dankeremo Well-Known Adventurer

    Messages:
    233
    Likes Received:
    10
    Trophy Points:
    51
    Minecraft:
    I think the overall idea is great, but needs a few tweaks.
    1.Taverns should reflect where they are. For example Olux tavern should be swamp themed and filthy and give a poor vibe, while corkus tavern should give a steampunk vibe.

    2. Make the un-ID items around the player levels
     
    coolname2034 likes this.
  10. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    The point of the gambling is that you should need to be lucky to get a specific item. This idea will mess with the "the more the better"-idea. If you want a specific item, you could put in a specific amount of emeralds that will give that type of prize the highest possible chance.
    It's supposed to be a gamble. Not an easy way to obtain specific items for richer players.
    Many of the ideas here are inspired from third-party features, including some from CS:GO. However, I do not believe making a ripoff of a CS:GO feature is the way to go about it.
    Adding items from the website shop is not really a good idea either. The shop is meant for exclusive items so people will actually buy them.
    Mob totems might be an option though, as those things are currently unobtainable without a rank while ranks have other good perks as well. A small chance of a mob totem couldn't hurt too much.
    If you are thinking of something else, feel free to suggest it with a bit more detail.
    The Un-ID'd item point is good, though this could just become an alternative to item grinding. Having a very slim chance at recieving a high-end legendary at lower levels is also pretty cool.

    The tavern place idea, however, I am not a fan of. I specifically made the tavern in a universal style to fit the fact that all players entering the tavern on the same server will be teleported the same tavern.
    With your idea, we would have to have a tavern for all cities, which is a lot of building, and taverns wouldn't be the socializing platform it is intended to be.
    If all cities had their own taverns, taverns in Olux, Nemract, Thesead, would be useless as socializing platforms. Players are usually only around the areas of those towns when they are at the level of them, and therefore have quests or grinding spots nearby. It is rare to see more than very few people at once on the same server in these towns.


    Anyway, thank you all for the input. I might have been arguing against most of the suggestions posted prior to this post, and will probably for the ones coming after this too, but I assure you they will be looked through for possible inspiration.
     
  11. Dohdo

    Dohdo I'm back. Cancer in it's purest form.

    Messages:
    3,276
    Likes Received:
    2,200
    Trophy Points:
    125
    Guild:
    Minecraft:
    Nu it was a joke because there are a lotta sketchy things about csgo lotto

    pretty sure h3h3 made a video about it
     
  12. Dankeremo

    Dankeremo Well-Known Adventurer

    Messages:
    233
    Likes Received:
    10
    Trophy Points:
    51
    Minecraft:
    Oh, I didn't read it right. I though every town had a tavern instead of 1 central tavern. My bad, still +1
     
  13. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    I see most votes are going onto the "almost perfect"-answer on the poll. There is a reason that last part of the thread is there.
    It would help tremendously if someone would actually suggest changes, or at least point out the specific parts that needs change, or even help me develop the suggestion to perfection.

    Anyways, thank you for the positive response on this. I do appreciate it.
     
  14. _TheRealJesus

    _TheRealJesus ._. HERO

    Messages:
    244
    Likes Received:
    156
    Trophy Points:
    69
    Minecraft:
    if u didn't know minecraft is a game for kids and gambling and kids dont go together well
     
  15. BuffAirSpear

    BuffAirSpear Avos Air Assassin HERO

    Messages:
    1,254
    Likes Received:
    1,605
    Trophy Points:
    130
    Minecraft:
    The community isnt really kids though .-. Pretty sure the player base is like 16ishand older. Luckily our player base isnt hypixels playerbase ;D
     
    Affifindsyou and coolname2034 like this.
  16. _TheRealJesus

    _TheRealJesus ._. HERO

    Messages:
    244
    Likes Received:
    156
    Trophy Points:
    69
    Minecraft:
    ehhh i dont mind the idea but there are a fair few kids but most are noobs so it wouldn't matter much tbh
     
  17. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    I know perfectly well that there are kids on Minecraft. I don't believe the game was intended to be an actual kids game, but there many kids, yes.

    If you think about it, there are a whole lot not-so-kid-friendly stuff on Wynncraft.
    There is "Nemract Whiskey" being mentioned a lot, with a very positive vibe, being drunk, I'm honestly surprised they haven't fitted some of the bars around with disguised prostitutes. Call them "Beautiful Lady" or something.
    The server might be overall family friendly, and I don't think a bit of emerald gambling hurts that. Afterall, it is not possible to waste any real money on anything in the tavern.
     
  18. Thilyzh_

    Thilyzh_ Adventurous ghillie soldier VIP+

    Messages:
    218
    Likes Received:
    180
    Trophy Points:
    69
    Guild:
    Minecraft:
    Bumping this because I feel this could become something cool if the community want it. Let's get some fresh eyes and new opinions on it!
     
  19. DrX2345

    DrX2345 Well-Known Adventurer VIP+

    Messages:
    801
    Likes Received:
    323
    Trophy Points:
    95
    Minecraft:
    Cool
    10char
     
  20. sdkgjnio

    sdkgjnio hod-SOH-nee-uhs

    Messages:
    727
    Likes Received:
    1,306
    Trophy Points:
    148
    Minecraft:
    I think a basement/dungeon theme with lots of stone types might be both more appropriate for a gambling area and more universal. The cosmic feel would:
    -take away from the sense of wonder at the more technologically advanced parts of the map.
    -not really make sense in the less technologically advanced areas (really, now I think about it, it only WOULD look in place in Corkus and Llevigar)
    -is easier to integrate into pre-existing places (just a flight of stairs down from the bar/potion shop, looks fine pretty much anywhere)
    -doesn't create issues with the lore (how did that technology get to so many places in the gambling establishments but not get used anywhere else, where it would be infinitely more useful?)

    I'm also a bit concerned about what happens when you leave. How does it know which city you entered from? What if you log out there and leave when you come back? We don't want it to be an unintentional fast travel method.

    What level would this be for? Is it a specific narrow level range or a more spread-out set, like the Morph set? We don't want to exclude lower level players, but we don't want it to be useless endgame...
    I'm also concerned that it might have no real use, given that it's not intended for combat. We have a good XP set (Cosmic), and having this better would defeat the purpose of the Cosmic set, essentially making ??? pointless. There are also great loot bonus items, and stealing is widely regarded as basically useless. I feel this set should have a unique purpose, and this may involve making it combat-oriented, perhaps a glassier version of the Morph set, with very high damage boosts at the cost of low survivability. I feel this would fit the theme of gambling a bit more, using it is a liability, but it's potentially lucrative. I think in this regard, the health regen in particular is a bad idea...

    I don't particularly like this part of the idea, as it doesn't seem a bit passive and redundant. While having just fixed odds works fine for singleplayer gambling, for inter-player stuff it doesn't quite... interactive enough, at least for me. The code would have to be very advanced to account for everything that determines the value of an item as well, I'm not sure if it could be done very well. One way this could be done is have the outcome determined by a duel, or another competitive minigame. There could be a system of 'fair duels', where players are given identical stats and damages and the contest can be on skill alone, or any other simple minigame that would work in a tavern setting. Let's face it, the original idea was more like two gamblers putting their money on the table and flipping a coin.
    An alternative would be to have the players agree on the odds as part of the gamble, avoiding the need for the value calculation altogether. It would also be a lot fairer - if both players involved have to agree to the odds, it makes it both more interactive and ensures that everyone is satisfied with the system used.

    Oh. Shattered Minds much?

    Ah, there is something, in 'Meaningful Holiday' of all places. In the centre of the dancefloor of the ballroom there are some 'Dancing Nemract Citizens'. Nemract is a rather poor place, and everyone else there seems to be quite rich, it's been made clear that only the elite are welcome, so why are they there? They may be in plain villager garb, but that seems to be only due to restrictions in villager textures, or to disguise the fact that strippers have been brought in for the Detlas Craftmas Ball...

    Actually, if these could be made to change regularly, they could be used as a news feature, teasing updates, talking about events and providing minor lore. Maybe it could be coded in so that mods could change the dialogue without the need for a map push? The whole idea will need a lot of coding anyway.
     
    Thilyzh_ likes this.
Thread Status:
Not open for further replies.