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I know I copied some ideas from FFXIV and someone else's thread. That thread was what made me get this idea. It was something I've been thinking about for awhile, so I was wanting to know everyones opinions on it. Please vote in the poll and post why you would/wouldn't. Thanks.
Edit-Now more organized and some new things added in.
Game Features
No character levels
A player will have a Health Pool and Energy Pool
Each player has 50 Synchronization Points, which are used to equip Traits from items
Items start to dissipate with use. Players must take them to other players or NPC’s to repair. On average, player’s must repair there equipped items after a few hours of playtime.
Alchemy and Provision skills will make consumables for players, while Tailor, Woodwork, Goldsmith, and Blacksmith will make and repair worn items.
Potions will be the main form of healing for solo players, while food will give stat bonuses and other effects.
Chat will be restricted to a close vicinity around the players with /say. Players can use /shout to reach a larger audience.
An item known as an Orb Sack can be bought from an NPC. When a player takes this item to a special NPC to enchant them, it will turn to a Voice Orb Sack with a name chosen by the player. With this item, player’s can hand out up to 100 Voice Orbs to others. When one uses /vp, all players holding the Voice Orb from the same Orb Sack can hear them message. A player can hold multiple Voice Pearls and hear from each at anytime, but only one can be used to speak in at a time.
Within each town, there will be a Bulletin Board, where players can leave messages. Each Bulletin Board can hold up to 100 messages. Each message will cost a certain amount of gold to keep up every real life day.
There will also be Auction Houses in major cities. With Auction Houses, players can put up there items they want to sell. Other players can browse the items being sold, and a small amount of the money sent to the player will be kept for the upkeep cost.
There will also be player mail. The mail will take approximately 1 to 10 minutes to reach the other player’s mail box by carrier pigeon. The time depends on the distance of the other player’s house location. Each Inn structure in game will have a mailbox as well, and with there skilled pigeons, they can retrieve mail in your mailbox and come back within 5 minutes regardless of location.
Player’s can rent there own apartment, or buy or build there own house in designated areas. Apartments will be instanced, while houses will be shown in the game world.
A map has to be bought, and a compass can be bought and used while using. Certain Traits can allow players a mini map like feature with radars.
A player’s main means of storage would be there residence. Bank space can be rented. Items in banks can be transported to other banks for a modest fee. Player’s mounts, if equipped with special items, can hold items as well. The amount of items a player can hold depends on weight.
The world will be completely non-instanced besides a few areas that are meant for experienced players.
While in Passive Mode, Health and Energy restore slowly, but while resting a player can heal to max in around one minute. The healing is percentage based per second, so a low level and high level will heal at the same rate.
Monsters only drop materials used for crafting items, besides humanoid like monsters that will drop there equipment. Players will most likely get there equipment from the Auction House, however.
When a player dies, they will ressurect to the nearest Altar they prayed to, if they decide not to wait for another player to ressurect. If they ressurect at an Altar, they will have all 5 main attributes cut by 25% for 10 minutes and equipped items will take a big hit in durability.
PVP will be in Arena's and the Battleground only. The Arena's are in specific cities, where players can line up for a match of 1v1, 3v3 or 6v6 for example. The player is ejected at 1 hp so they cannot die, and people may watch. The Battleground would be a large part of the world where players can roam around killing other players. Here the death penalty applies and when killed by another player, one random item is dropped.
Progression
When a player uses a weapon type, they gain experience in that weapon type. As they level that weapon type, new skills and traits are unlocked
Armor and clothes have there own levels as well. Armor gives traits and skills as well. Skills gained from armor can be dragged to the Action Bar as well
Player’s can increase there Health and Energy Pool’s by equipping certain pieces of armor, accessories, and syncing certain Traits that increase the pools corresponding stats
Each player has 50 Synchronization Points, which are used to equip Traits from items
Magic can be learned by Skilling Staffs, Wands, Orbs, and Tomes. Each has there own specialization such as Healing, Damage, Buffing/Debuffing, etc.
Skills and Traits learned from a weapon type that is not equipped can be Synced to the character for twice the Synchronization Points usually required. One Skill and one Trait is allowed this way.
Combat
Skills are actions that can be equipped to the Action Bar. For a one-handed weapon, there are four slots. For shields, there are also four slots. For two-handed weapons, there are eight slots. Skills can be dragged from your Knowledge Book onto the Action Bar while in Passive Mode (not in combat).
Each individual item has a special skill that can be used while that weapon is equipped if that player’s weapon type level is high enough
Items will have requirements to use. If the players Skill in the equipped item is lower than what’s recommended, they will suffer a penalty in the item’s effectiveness, to an extent it will be worse than an item recommended for that player’s skill level.
To advance in Skill Levels, a player has to use there Weapon and wear there Armor in combat. They can face enemies alone, but when players combine there forces to take down larger foes, they will gain Skill more rapidly.
A player can check a monster before entering combat to see how well they will fare against it. The levels from weak to difficult are: Trivial, Weak, Equal, Challenge, Difficult, and Impossible.
When fighting a monster, a player can’t see how much health a monster has left. When a player hits a monster, it will tell if the monster is hurt barely, normally, greatly, tremendously, or if at all.
When a monster starts to get closer to death, the game will give hints as to how much health is left. The order to death is: Healthy, Injured, Severely Injured, Near Death, and Dying.
Each monster has resistances and weaknesses to one of the three melee damage types (Crush, Pierce, and Slash) as well as the magic elements.
Comments
Sounds a lot like old EverQuest with having to pick what 8 spells you want to be able to use. I loved that idea of having to pick your spells according to where you would be fighting. Having to choose if you want to keep an evacuation spell up in a slot or risk not having the time to memorize in order to have another damage or utility spell. Too many games these days just give you a bunch of hot bars filled with skills with no strategy in picking certain ones to use. It just added another element of risk and tactical thinking.
I like everything except no levels. I think there should be levels, but weapons should also level up the more you use them. Sort of a hybrid system, again, much like old EQ.
Lots of good features though. As long as it was a group based game, id definitely play.
I didn't vote. You've given a plethora of detail on some things and little or none on others. Is there magic in the game? Is all combat strictly melee? What about healing, buffs, etc. that come from a source other than items? Are there instances? What about soloability vs grouping? Will both be viable or will it be heavily in favor of one or the other? What about loot? Can any mob drop anything or will loot be boss-specific? What about long travel; will there be quick ways? What about PvP? How about healing: resting/potions/spells/all three?
I think the Orbs concept is needlessly complex. Keep chat simple. If you don't want global, fine. Keep it to local and shout. And why would I spend money to post something on a bulletin board? To state my greatness or is it some sort of LFG tool?
With your concept of in-game mail, does that mean a player will only be able to retrieve mail from his house? While I can see that adds realism, in a game world most players do not spend most of the time at their house, so I would call that very inconvenient. If I have to go back to my apartment to access most of my stuff, there'd better be a quick way to get there.
I would also suggest that making repairs necessary every few hours is too frequent.
I did an edit to my original post organizing things and such, but I answered a few questions already. Like players can solo, but in groups they will skill more rapidly fighting bigger foes. For the orbs I wanted players to have a way to listen to others, for example, to see if someone is starting a party or such, so they can switch over to that orb and reply. Instead of guilds, players can have multiple orbs for specific purposes to build community. And yes, I would want mail to only arrive at your house, but a player can check a mail box at a town and ask there mail in there mailbox to be delivered there. And for the repairs, I wanted crafters to actually go out and fight with others in parties.
I voted.
Aside from the PvP restrictions though I have already played this game. It was called Ultima Online.
Laudanum - Romance. Revenge. Revolution.
Crappy, petty people breed and raise crappy, petty kids.
The limiting chat thing doesn't make any sense to me. Games need less restrictions, not more.
I assume you are modeling it after UO, but people just opened 3rd party chat utilities to make up for lack of PMing or globals.
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No.
The reasons:
1) Chat restrictions mean less communication with other players.
2) If you can solo, that group content is useless and it will end up the same as all the other solo-friendly MMOs I'm tired of
3) I don't want to repair my equipment every few hours
4) All in all, you add so many restrictions that playing the game will be one big, frustrating chore, instead of giving players the ability to choose what they would like to do.
I was modeling the chat structure after FFXI. It doesn't have globals yet it's one of the more popular MMO's. It isn't as limiting as it sounds, since people can make Voice Orbs for certain tasks and give them to players. It's like having multiple guilds at the same time to find people to group or so.
1- Decribed above.
2- I should have made it more clear, my bad. I meant that players can skill up alone, but at a very slow rate. It would be ideal to group while skilling higher levels, something like FFXI. You can solo to max but it will take over 6 months, while partying will take ~3.
3- I guess this is a love it/hate it thing. I would like crafters to have a need in this game, like going out to the fields to repair armor or such, since I am a heavy crafter in games I play.
4- I don't know what limits I have put on, besides a few minutes for mail and no party chat. The mail is because I'd like players to meet up, and no party chat since teammates should stay together, not in different zones and such.'
I know the ideas aren't for everyone. This will not be a themepark solo grind to max level endgame MMO. I was wanting it to be about community where players had to meet up and group to do certain tasks and such. I'm not attacking you for stating your opinion, I was trying to clear up some things and get why I wanted certain things to be the way they are.
Nope.
This is Guild Wars and after trying it, I hate GW.
Please explain how you get Guild Wars besides the limit on skills you can equip? That isn't even the same, you can change them any time outside of battle, unlike Guild Wars which you do in outposts.