Ok, so I have seen a couple of guild type mods out there, but none from Ace that I know of. As a guild leader I have tried a lot of them, and I can say that most of them are decent, the problem is I want something that my guild members can Download, add to their plugins folder, and forget about it, because just getting 100+ people to DL it is enough of a challenge...but getting them all to set it up right is damn near impossible...
The best idea is not to just push something out and say oooh I made the first Ace Guild list Mod...or whatever...but to create a comprehensive package of addons all geared towards making guild management easier.
So what would this mod include?
1. An Event Manager. The GM should be able to allow certain people to create events. There should be the possibility of a point system for attendance, but that should be optional.
2. A guild vault. Again, the GM should be able to add the names of an Twink characters that he knows of, or approves of. The mod should then somehow save all inventory of these characters somehow, and display it with enhanced tooltips if possible. Again, allowing for a point system with this would be awesome, though I would prolly not use it, I think a lot of people would want this option.
3. Guild Info Screen. I think Blizz is adding this which will help a ton!
4. A DKP type point system. I am all for coming up with a new, or even better, a versitile DKP system. One which allows for Zero-Sum, Roll style, and traditional DkP systems...
5. Ladder : Not really a ladder so much as a list of resources the guild is currently banking, or that guild members currently need for training, so that people can look on a list for the Essence of Fire they just found and realize that the guild needs the essence more than they need the 15G. lol...hmmm...
Now, I am clueless. I used to program stuff in Lisp for Autocad, but i've had a look at LUA and it baffles me...I have no prior C knowledge. I know a little about Pascal from like 9 years ago...lol but not enough to be helpful at this stage. So this is pretty much a straight up request, and one that I think would take more than one person to do.
I think you'd rather want a compilation than a mod that does all 5 things.
at least thats what I would want. =)
Of course, they could be compatible with each other...
and even better, they should all be made in ace!
So, anyone up for the task?
The thing is though, that if the objective is to create a 'guild pack' with all 5 of these 'features'.. and your aim is to make them work with each other you might scrap some features that would otherwise have been in the stand alone versions.
And if you add to them, so they are also stand alone, you might add code that does'nt need to be there.
Or maybe not.
I'm working/planning a DKP style mod myself, to combine it with a DKP site. I am just waiting for my interrnet connection to be cut so I can continue working on it.
I'd love to see an addon do the things you want it to do though, should be nice =)
Edit: Also, the more you add to your text in what features you want and how you want it to work, the easier it is for someone to make it. But no guarantee that they will of course, but there might be someone reading that catches an idea or two from your posting and you'll see an addon in a few months time =) [unless blz has ruined the UI by then]
I guess my hangup is that I do not know exactly what can be done, but I will continue writing up a description for it.
I would acutally like to be a part of the development of this mod...but that being said, again...you wouldn't wanna let me near any of the actual code.
So I can see this being modular. There's no problem with that really, but essentially what I envision is having 1 minimap button that opens a guild hall console. Each of these mods could funtion as a tab on that console, so if you don't have one installed it just doesn't show up...
Anyway, my concern is not that it is all one thing...I can zip them all and host them easy enough, it is the setup thing...I think it should have the ability to FUNCTION as on complete MOD from the end users perspective...but for the more picky there could be a way to not include certain "modules"
Ok I have a question. I am currently laying out in Excel :P :roll: Duuuh... cuz im a moron :P What I would like to see as far as the panel structure...Laying this out will help me and hopefully help anyone who wants to develop this understand the idea better.
Question though :
A. Is it possible to read somehow all the professions and such each player has?
B. All of the patterns they know?
C. Is it possible to update this info each time they login somehow...or logout...
2. Is it possible to write all the info the mod collects to MySQL or something like that? Or would this be better run through a channel? I don't like using channels in mods because you only get a limited # of channels don't you?
3. Is it possible to have this done but the end of the week? ((Ok thats a joke :P))
Check out www.rpgoutfitter.com, it logs player quests, items, tradeskills and whatnot, and you can get a guild profile there for every character in your guild.
To save to a mysql from a addon you'd need to save it to a profile first, and then upload that profile to a web site for processing (what rpgoutfitter does now).
You might want to consider how much you want to save... and who should have the database. For example do you want your guild officers to see every players Skills? Then they need to save that to a file. Or maybe you only want to be able to see players skill when they are online? - which could cause some lag as all the data is sent through a chat channel.
If you are going to send a lot of data it will probably cause lag, and you'll also run into problems with channels etc. Unless you send them in the GUILD channel, but this would require all your guild members to have the addon installed, otherwise they will see the 'data' as plain text, which will be considered spam for them =)
Well, the idea of channels just isn't cool to me...I have looked at the rpgOutfitters thing and it seems ok, but again, it's the idea of consolodating.
I understand the need to have things very modular, but the problem I have is all these modders out there all running in different directions...all using up channels...all uploading things to different sites...it's really sad, and it's really the reason so many of them aren't all they could be.
that is why I would up here on the ACE forums cuz you all at least seem to work together, and under a somewhat unified framework. I say somewhat only cuz my knowledge of what is actually going on is very limited.
Well, if you're using the guild channel for data.. and I have not seen any addon do that.. then you're not using up any channels.. since the information sent from the addon will not be SEEN by anyone using the addon in the guild channel (Interception!)... but if you're not using the addon the guild channel will have some spam =)
I was thinking... Couldn't you use the 'officer' guild channel to bounce data to synch? It's a smaller group of people, (easier to get the officers to all get the addon) and they could chain update, ie as soon as an officer logs on, they get an update to the data from a currently online one, etc?
Frankly, from what I've seen guild communication is always a bitch. Some people won't go to the forums, some won't install a mod, some will install but not actually use a mod...
Anywho, I think the key to the whole shebang is channel communications. Users can't be relied upon to update their info, it needs to either be auto-populated or managed by a few officer-types. Addons will need a way to reliably transmit data between players AND cache that data so that it can be updated from anyone. Really in the end we're talking about implemeting a database over a P2P network.
So what do we need to start down this path? Well we need our own communications stack really. We need a library that will handle all addon's communication across a single gulid channel. That addon would have to encapulte data in strings and fragment them to avoid the 255 char limit. It would probably aslo need to have timed transmission to prevent flooding. Second we're gonna need some sort of P2P managing library that will handle storing values in DB and broadcasting that data on request. Resolving confilicts, all that jazz.
Big project to take on frankly, and having said that... NOT IT!