Topia Online

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Re: Topia Online

Postby ImpalerWrG » Tue Dec 18, 2012 1:28 pm

One Script to Rule them All and in the Dorkiness bind them ¦]

Interesting concept, I wonder if their is no game enforced limit to how many auxiliary script controlled characters one can have dose the players bandwidth ultimately become a defacto cap on how many they can bring to bear on the their behalf?
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Re: Topia Online

Postby Sevenless » Tue Dec 18, 2012 9:55 pm

ImpalerWrG wrote:One Script to Rule them All and in the Dorkiness bind them ¦]

Interesting concept, I wonder if their is no game enforced limit to how many auxiliary script controlled characters one can have dose the players bandwidth ultimately become a defacto cap on how many they can bring to bear on the their behalf?


For script trading to be possible, the server would have to store scripts itself somewhere. It makes sense therefore that script execution would be server internal, and therefore not based on bandwidth.

That being said, they really should cap the number of ais you can run, otherwise the server could easily get overloaded by a rich player able to buy many NPCs.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby Potjeh » Tue Dec 18, 2012 10:21 pm

The client can't be getting the actual script, else they'd have piracy problems.
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Re: Topia Online

Postby joshrmt » Tue Dec 18, 2012 11:03 pm

Scripts execute on the server. There won't be a 'script to rule them all' in a game that is constantly changing. For example, scripts will have to constantly be maintained as the game evolves.

A lot of people think that a 'perfect master script' is possible. But if this is the case, then the developer of the script has created true artificial intelligence. Somehow I doubt that Topia Online will be the birthplace of AI overlords, but I guess one can dream.

There is a 'soft cap' on the number of hirelings/NPCs in the world. The cost for hirelings increases depending on the ratio of hirelings:players.
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Re: Topia Online

Postby Sevenless » Wed Dec 19, 2012 7:22 am

joshrmt wrote:Scripts execute on the server. There won't be a 'script to rule them all' in a game that is constantly changing. For example, scripts will have to constantly be maintained as the game evolves.

A lot of people think that a 'perfect master script' is possible. But if this is the case, then the developer of the script has created true artificial intelligence. Somehow I doubt that Topia Online will be the birthplace of AI overlords, but I guess one can dream.

There is a 'soft cap' on the number of hirelings/NPCs in the world. The cost for hirelings increases depending on the ratio of hirelings:players.


I'm not worried about any one script being perfect. I'm much more worried about some scripts being too perfect at very specific tasks. For example if someone manages to somehow perfect a farming script, value of farmed materials will plummet. Someone figures out a good script for zerg rushing slimes, whatever really.

Basically balancing's gonna be a *****. Enjoy that little bit of fun XD
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby KingdomOfOne » Wed Dec 19, 2012 7:52 am

It looks interesting to say the least.
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Re: Topia Online

Postby joshrmt » Wed Dec 19, 2012 12:47 pm

People can theorize all day, but until the game is played, there is no use in stating things such as, "things will be mass produced because bots". The reality is, 'minions' also consume resources. I think the assumption is that there is free labor in this game, and that is not the case. Minions come at great cost, and if you want to have them growing turnips then you better be cutting a profit on sales of turnips.
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Re: Topia Online

Postby Dallane » Wed Dec 19, 2012 12:48 pm

joshrmt wrote:People can theorize all day, but until the game is played, there is no use in stating things such as, "things will be mass produced because bots". The reality is, 'minions' also consume resources. I think the assumption is that there is free labor in this game, and that is not the case. Minions come at great cost, and if you want to have them growing turnips then you better be cutting a profit on sales of turnips.


explain that plz. we have to pay money for bots or is that with the influence?
Last edited by Dallane on Wed Dec 19, 2012 3:31 pm, edited 1 time in total.
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Re: Topia Online

Postby MagicManICT » Wed Dec 19, 2012 3:26 pm

You know, I've been thinking something along these lines for a couple of years with a bit of a tweak here or there in the concept. It sounds interesting and I think it could be fun, but it sounds like as much "work" as any other MMO out there, and that's one of the things that I've felt needs to be gotten rid of.
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Re: Topia Online

Postby Dallane » Wed Dec 19, 2012 3:32 pm

Sounds interesting. The only 2 things i really don't like is the combat and NPCs. Combat seems odd but if its done right it could be cool. I understand you want to have a big living world but i wonder in the end if you will run into more NPCs then actual people.
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