PROFESSIONS IN TLOPO??

squintz

Pirate Lord
Thinking about what trade would open in the future, the question is ...

Can Tlopo support 'Professions' in Tlopo?

Like gathering, farming for mats.
Blacksmithing, tailors, leatherworkers.. etc, etc, etc.

Professions go naturally with trading.
Trading goes naturally with professions.

This is a depth tlopo may or may not be able to produce.
If tlopo could do this, is there any real interest to do so from the Tlopo game community?
 
Thinking about what trade would open in the future, the question is ...

Can Tlopo support 'Professions' in Tlopo?

Like gathering, farming for mats.
Blacksmithing, tailors, leatherworkers.. etc, etc, etc.

Professions go naturally with trading.
Trading goes naturally with professions.

This is a depth tlopo may or may not be able to produce.
If tlopo could do this, is there any real interest to do so from the Tlopo game community?
Would this be a new thing to lvl as well? Along with crafting new clothes and I suggested having "hideouts" or homes for each pirate that you could buy and maybe then craft the furnishings! I like this idea!
 
Well, I think in my mind part of the whole tlopo fundamental recreation is that tlopo is working with a game that was never fleshed out to be a full mmo competitor, never really had intents to be a full fledged mmo but only as a advertising vehicle to entice kids to watch the franchise movies of the same name. Thus, the disney game may only have had a 'skeleton' amount of code just to barely operate as a simple mmo. Basically, a cd-disc you get in a ceral box. Like some early toy story or other toons did.

So, when we are asking for something that looks so simple in wow, or any other established retail mmo, the original disney game perhaps just doesn't have the fundamental building blocks attached. So, to do some feature, tlopo has to build from scratch.

Professions and crafting may have to have a complete section on code all to itself and there's nothing there for tlopo to build from.
The thought is disney did not develope the infrastructure or whatever you call it for that aspect of a mmo.

It may not be a factor like trading, which seems as per the staff postings, some code was in the game for them to work with, where professions would be a brand new feature never included in the original.
 
The fact that there are totally empty buildings (no NPC in them) suggests that someone planned for some kind of expansion.

If players could purchase one as a home, then it would seem at first glance to allow it on only one server due to severe limitations in available real estate. But having differences in the map on different servers could be problematic in a lot of other ways.

A workaround might be to enable a player to earn a key for one of the existing buildings, which is then valid on all servers. But with so many high notoriety level players now, you couldn't have the building to yourself.

It could be a fun thing but it would entail so many small changes (e.g., sales of furniture, curtains), I doubt it would fly.
 
Regarding Squintz's original post, it would be interesting if you could temporarily take on an NPC role, maybe inject some real dialogue into the programmed routine for fun when another player approaches. I think trader as a playing role will probably evolve if they really open a market instead of forcing everyone to buy/sell from peddlers (which is probably a sensible way to start the trading implementation).
 
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