I implemented a number of features in my game world that make the world much more challenging, but still fair and use an option for hardcore, which I don't recommend. Basically hardcore means you don't respawn at the carpentry shop. So you just lay where you fell. Hardcore would be nearly unplayable as a single player game.
I use a lot of scripts to make more dangerous without making them more powerful. You can get an idea for some of my work from Second God War, in my signature, along with some contributions to get a fell for what I have been trying to construct all this time.
In my current project I expanded on my efforts with AI, and added in other components, which could be used to measure your overall effectiveness in the game.
For instance when you die, designed as a pw, information is shouted server wide as too the location and cause of your characters demise.
I also implement fatigue, which can effect your combat prowess whereas you gradually tire in combat, related to condition...poisoned, diseased etc...
I have nagging wounds. After 10th level any death incurs a nagging wound. Up to 20th level nagging wounds can be removed by a special potion. Later you have to go to surgeon/with/shaman
to get them removed. Also any nagging wound incurs a notoriety penalty.
Notoriety could be used as a measure of success. Higher notoriety brings a number of benefits. It's opens doors and can also be used to add to your persuasion, stuff like that.
Also if you go on the vault you could find stuff like kill stat tracking, I know of at least two, that could be added into any module, well most any module you are playing.
http://nwvault.ign.c....Detail&id=3428
Modifié par ffbj, 03 janvier 2014 - 02:27 .