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9thlegion

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  1. A monster in runescape drops 1 or 2 items at most. and if its mroe tahn one or two, they are stackable. Ergo, it wouldnt be any problem to roll on any drop. and even if they did only want rolls on specific drops, they wouldnt have to redo most of the game... its merely a database of items, and whether or not each requires a roll.
  2. indeed, runescape has a community, although sometimes it does seem more of a chat room, than an MMO style community. I agree that its good that people just chat to each other, but i also think that with this, teh bond between players could be strengthened, and that it could receive more functionality through this system.
  3. I'm currently makinga bunch of GUI pictures for this system. hope to upload them soon.
  4. It's the party system in most games. WoW, guild wars.. its a system that works ;)
  5. ITs where you cahnge some of ther server code, so that when a client responds differently, you can catch out the autoers.
  6. indeed we do, however, i wanted to clarify further, and i guess sum them all up in one post.
  7. I just rejoined the tip.it community after a while, but ill give my best to get involved. if anyone can help me make some pics iw ould be grateful ;)
  8. :shock: I ahte to rain on everonye who suggested these ideas parade, with enw randoms etc, but they just wont work. As highlighted in another post, Most decent macroers work from manipulating server responses with a custom client. so for example. CLIENT- click yew tree number X at location Y SERVER- check if yew tree X exists at location Y SERVER- accepted Yew tree request. Start cutting. CLIENT- Cuts trees. etc etc.. you get the idea. Its not done from clicks. its direct manipulation on ACK adn NACK commands sent to and from the server. heres where randoms fall down. They work all well and good with visual colour botters (macros that work by clicking set colours on the screen) as they cant cope with randoms. however a scripted macroer works like this CLIENT- *cutting yews* SERVER- ZOMG RANDOM!!!!! SERVER- Sandwich lady- Listen fro response from client. If client chooses square sandwich, grant permission. Else, fail. CLIENT- hmmm... square sandwich eh? lols tupid server gave me the answer! CLIENT- Square sandwich CLIENT- cut yews. as i have said in a previous post, the only real way to combat these macroers, is to REAL TIME edit server-client packets and/or versions, (which could be done via an algorithm) and instant ban the clients that dont keep up (since they are going to be custom made, botter ones :wink: :wink: ) If anyone has any questions about teh technical implementation of a system such as this, feel free to ask.
  9. As a lifetime player of all varieties of MMORPG's I have noticed that a vital piece of the MMO jigsaw is missing in runescape. This is community. Whilst there is evidently some community in the way of trades, and private chats, there is no true team community other than player made clans and mini games. What i hope to do is outline my idea to implement more community and grouping systems into runescape. First of all I'll outline my idea, with an in depth description of the technical details (I'm a computer programmer so i know how these things work behind the scenes :D ) the two things that i will outline are an official in game clan system, and an in game grouping / party system PICTURES TO BE ADDED LATER--- EDIT- party system already suggested by another player, however I'm implementing it into my clan system also, with some changes All MMO's I have ever played (except for runescape ofc) have an in game grouping system. The grouping system allows for players to combat together as a team, much in the way as 3 friends going to the kalphite or dagganoth kings would now. However, one vital advantage an official system has, is that looting rules can be set however the members of the party would like them to be set. for example. Party A consists of play X,Y, and Z. in the current system, the three players meet up at the kalphite queen, bash it into the ground, and whichever player does the most damage, gets the drop. That player may then or then not decide (contrary or along with the pre-agreed rules) to share the loot. so either players Y, and Z get extremely miffed off that player X just ran off witha dragon chain that they all worked for, or trustworthy player X sells the loot and shares. however, with an official grouping system, the loot rules are in the party settings. I propose that the following loot types be implemented. ROUND ROBIN- Each player takes it in turn to receive loot. EG, first kill goes to player X, second to player Y and so on so forth. GROUP LOOT- Players X, Y, and Z kill the kalphite. a small message box (picture to be added) appears at the bottom of the screen. It comprises of a timer (expected time 30 seconds) a pass button, and a roll button. If a player would like a chance to get the item, they would click the roll button. If they decide that its not worth their time, they would click the pass button. If the roll button is clicked, a random variable (decimal number) from 0-1 (eg 0.71829) would be generated for each player that clicked the roll button. The player with the highest roll wins the item. now for the central idea. The clan system. A clan system for runescape would be invaluable. It would develop the economy (as merchanter clans would arise to play the market off each other) and would develop PVP (pk clans would emerge) and most of all the community would grow in strength. I hear you say, "Clans already exist!". Yes, however, if a system were implemented in game, you could chat in a separate chat window, you could have in game emblems, and coupled with the grouping system, much more efficient clan activities. I propose that a clan NPC would be in Varrock. The person/persons wishing to start the clan go to the NPC and pay a fee. (Probably in the region of 500k, so that the clan system isnt flooded with 1 man clans) they choose the name of the clan, and accepts. Congratulations. You are now a clan leader! Talk to the NPC again. You will have 3 options. Obtain Invitation certificates- Used to invite people into the clan (more on these later) Change Clan Permissions- Change the access rights of members of the clan. (again, more later) Dissolve clan- Pretty self explanatory. click this, you will receive 3 confirmation screens, and your clan will be deleted. ok. Time for a more in depth study of the invitations and permissions. Invitation certificates- when choosing this option, you will receive 20 invitation certificates. These can be traded to players, and have an "accept" right click function. the player receiving teh certificate, then receives a confirmation screen, and then becomes a member of your clan! woohoo! These can only be given out by players with INVITATION rights. ok, so lets see how we give players invitation rights. Changing clan permissions- on choosing this option, you will be presented with a screen, showing the names of each player in the clan, and their current access status. the default will be "member" but it can be raised to "Veteran" (veterans have invitation rights) or co-leader (also have invitation rights) to edit their access details, click a players name, and click their new access level. Simple! so how does the clan communicate? along with this implementation come many advances in the interface, however, they are not complicated to grasp. They allow players to communicate with their clan and group members, and are as follows. TABBED CHAT- there will be 3 tabs for chat. General chat (for all your normal RS speech) party chat (for talking with your group. this chat will be invisible to everyone except your group) and clan chat (for talking with your clan. this chat will be invisible to everyone but your clan) switching between chat is easy. just click on the tab you would like to speak/listen in, and type away! PARTY INTERFACE- of course, with a detailed system like the grouping system, it needs an interface. as previosuly mentioned, each players right click will also show an invite option. this will add them to the current party. Partys maximum members should be 5, unless declared as a raid (can only done by party/clan leader) options for changing party details will be on a button, next to your private chat, public chat and trade buttons. there will be a party chat button there, showing the current loot type, (as mentioned above) and if the button is clicked, a menu will pop up, allowing you to select a different loot type, and of course, the "leave group" option will be displayed. How feasable is this? Well, very feasable! Let me explain the techincal details. Runescape is written in "Runescript" a hybrid of java, python and perl (albeit mainly java) a lovely function of java, is its ability to communicate and manipulate Databases. when a player makes a clan via the NPC, the clan name is added to the database. Everyone who is invited and accepts their invitations to that clan is tehn added to teh database too, under that clan. All current data held on clans, would be held on this database, (probably a MYSQL back end) and the database could be queried, for example, when the clan leader wants to see a list of all the players in his clan. This client-server system, has already been implemented, and is used every day by most of you. Whenever you log in, your login details are queried against a server, so this system is very feasable indeed! Of course there would have to be validation implemented to ensure that a palyer could not be in more than one clan, or that no two clans could have the same name, but these are easily fixed too. Please show your support, and if you dont support, please supply constructive criticism so i can make this idea better. Feel free to ask any questions! ALSO!!!- PICTURES TO COME SOON! thanks, Wcgeneral
  10. Indeed, for most macroers, this should work. however, as im also a computer programmer/cracker, (do security tests on a regular basis) I know this wont eradicate the problem either. The custom client can produce a spoofed reply to the server, saying basically "yes I'm a legit client...honest." the only true way to catch out autoers, is to make real-time adjustments to game code, and banning clients that dont adjust fast enough. This could be done with an algorithm indeed, your suggestion will take most low-time, no-knowledge botters out of business, but teh real hardcore ones.. (the ones taht do most damage) will evidently stay in teh loop. wcgeneral.
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