#1: I would like to, on character creation, set unlocked jobs for players to only have 2 unlocked, depending on what starting job they choose. (1 from the melee classes of war/mnk/thf, default of war if they dont choose any of the three melee classes as a start. And then 1 from blm/whm/rdm, defaulting rdm if they don't choose a mage class to start)
IE: Player starts as a warrior. Game detects this on character creation so it then locks away thf/mnk/blm/whm.
Or: Player chooses whm, game locks away Thf/mnk/blm/rdm leaving just whm+war as unlocked jobs.
I think this part is possible.
Second: How hard would it be to add a detection for a player on level up to automatically unlock a job? Particularily, this would be how a player unlocks the other starting jobs. 1 level 10 mage class unlocks the next, then having a level 10 + another level 15 mage class unlocks the third of the starters. Same goes for melee.
Example: Player starts as War. Levels war to level 10 and unlocks monk. Levels monk or war to 15 and the other to 10, thf gets unlocked.
#2: In terms of the quests done to unlock advanced jobs, how hard would it be to do something like "level 30 monk and level 15 war required to start this quest" from the current "level 30 any job to start this quest" I assume not that hard, considering AF quests would check you have a specific job at the right level, right?
#3: How hard is it to remove the maximum crafting skill cap among all skills? IE you can only have 1 skill up to 100, or two to 80, or three to 70, and if you go past that other skills start delevelling. I want to completely remove this stupid cap entirely. I am fine with players on my server capping all of their crafting skills up to 100.
#4: I want to fix the code for dropping items to the loot in the game, by making it so (nearly) all armor that drops has randomized augments added on to it. I would like to construct different tables of augments different slots would get (IE feet would frequently roll move speed, kick attacks, evasion, whereas body might roll +defense, all that jazz)
For now my first step for this is being able to just intercept a specific piece of gear, lets say leather vest, and make it drop with 3 random augments, and make rarabs in saruta drop it, then move forward from there once I verify it works quite well.
#5: This is going to be the hardest to implement I am very sure. Step 1: I want to remove the death timer until auto warp down from 60 minutes to only 3 minutes. I want to remove reraise, raise II, raise III, and tractor from the game, as well as all npcs that sell auto reraise.
And finally, when a player times out on their death timer, I want the game to automatically delete their character. Yes, you heard me. This is what I want. In other words, I am attempting to make a "hardcore" ffxi server, with a whole different play dynamic. Zerging and zombieing no longer become an option.
Oh, also, I would obviously need a way to fix ninja's 2 hour, because as it stands it is kind of terribad on a hardcore server. I would probably just program in Ninja's new 2 hour, not sure how hard that would be.
Other minor tweaks Id like to make, but these 5 here are my first and foremost highest priorities to make the server what I want it to be. Is any of this strictly impossible (I am pretty fluent in .net and decent with lua so if you guys can just point me to where the code for these things are, I can probably piece it together)
I understand this is a HUGE project, but I would love any kind of help people can offer on this. I was a massive fan of ffxi in its early days and its sensation of how hardcore it felt. I want to expand on that, creating a new ffxi 2.0 with significantly higher challenge, more dynamic character creation with less limitations, and better rewards. It will be a long journey but this is my first step.
Thank you all for your time
