Drakkar Wish List

These are the things I'd like to see added to Drakkar. These are, of course, only my opinion - feel free to comment on something you disagree with. Also, if you have anything interesting you think I would also like to see, let me know and I'll put it on here too...

  1. Class experience and higher skill experience for successfully using certain disciplines. For example, when a Healer MENDs or CRITCUREs a person other then themselves, they should receive some more skill experience than they would for just successfully forming the discipline, and perhaps a couple of class experience points per Hitpoint healed or something like that. This would provide an incentive for healers to go around healing people rather than just going to kill things. I could make a similar case for Mentalists enchanting items and the like.

  2. Autologging and automapping support. I would be just as happy with hooks in the front end to support 3rd party plugin DLLs to perform this function. Such hooks could range from something as simple as providing a monitor API which could look at all incoming and outgoing data packets, and publishing the format of the data packets the front end uses, to something which provides specific preprocessed pieces of data in a published format (such as display updates, messages, commands sent, round changes, etc.). Providing this plugin API will allow us to do automapping any way we like.

    Such an API could also be used for developing a basic automap/autolog plugin which could be distributed with the software, for those people who don't prefer to roll their own...

    At an absolute minimum, I think the message window needs a capture to disk feature. I'm not going to let up on bugging the Drakkar team until this happens... :)

  3. Group/Clan facilities - These have been referred to as Guild halls, but I prefer these terms since it makes it clear we aren't talking about a class-based Guild, but instead we're referring to a place where a group of adventurers can gather, store and exchange items, and the like, limiting access to whomever the Group/Clan Leader decides to admit.

    If such limited access is difficult, make them semi-limited - The group members have the key to the door, and there is a group locker, but other players *could* conceivably break in and steal things which are left outside the locker.

  4. Incentives for party adventuring:

    1. Split class experience in a more generous fashion, say 1/2 the creature's experience to all party members, or maybe a formula like ((CExp / NParty) * 1.5), which would provide 75% each to 2 party members, or 50% each to 3 party members, or 37.5% to 4 party members, etc.

    2. Perhaps provide the kill skill experience (or divide it as above) to all players who actually damaged the creature, irregardless of who provided the deathblow.

    3. Don't tie items to players who pick them up until they are no longer part of the party. This way, anyone can pick it up quickly, and it can be redistributed in safer surroundings once it's been identified.

    4. You might want to provide a means to GIVE a player something you're holding in your hand provided they're in the same space and have a hand free. This avoids dropping items and having to worry about oddnesses there.

    At this point the1 Drakkar team claims to have made some recent changes to party skill experience. From what I've read, I'm making an educated guess that they have changed it to divide amongst all players who have been targeted by the creature. Or maybe who targeted the creature themselves - it's a bit unclear.

  5. Detection of magical/glowing/specific items - Add a discipline, or extend the DETECT discipline, to allow detection of items which glow at the very least. Better yet would be allowing detection of any magical item of a given type, like magical scrolls (which don't glow, but which are only distinguishable from the junk scrolls by picking them up and reading them...). Or even something which can detect any specific type of item, like FORM DETECT PEARL would show any place on screen which has a pearl.

    This or something else very much like it has become utterly critical because of the fact that A) Some magical items are indistinguishable from other very common non-magical items by their look because they do *not* glow, and B) with recent changes, you actually have to wear many such items in the spots they normally are worn to find out if they change stats, hitpoints, or other things. This makes finding such items virtually impossible at this time.

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Last Modified: 03/16/97