Multiple character stats with infinite possibilities that are affected by what you do in game.
If you main focus is PvP, crafting, raiding etc. you become stronger in those necessary stats
Your stats can increase or decrease depending on % of time you place in game towards said focus.
Think of your character stats like an equalizer. They fluctuate and affect each other.
This is one I like. The more you use a skill, the more "practiced" you should be with it and you can cast faster, hit harder, heal better, etc.
Yes!
Also, if your gameplay style shifts dramatically from say PvP to Crafting then your skills in PvP may decrease whilst your skills in Crafting increase (my equaliser example)
From my original post I'd like to clarify that using the same principle as the above example I would like to see a game with no classes, but rather your choice of class skills/professions to learn.
The more skilled/intelligent your character becomes opens more opportunities/points to learn.
As a very basic example, lets say that in game there are approx 1000 various Class Skills/Profession (crafting) available to learn ranging from magic spells to healing to weapon combat etc. After aquiring lower level skills/spells in that specific class tree then higher ones become available. You may have 100 Points available to use to begin with. Over time and experience this may slightly increase. I would envisage weighing points where profession skills may equal 1 point each but Class skills = 2 points each.
You could opt to fully make your character a crafter with almost no fighting ability, or, a full blown Tank with some lower side abilities or a combination of numerous hybrids. An assassin with increased defensive skills or a hunter with some magic spells.
Multiple character stats with infinite possibilities that are affected by what you do in game.
If you main focus is PvP, crafting, raiding etc. you become stronger in those necessary stats
Your stats can increase or decrease depending on % of time you place in game towards said focus.
Think of your character stats like an equalizer. They fluctuate and affect each other.
This is one I like. The more you use a skill, the more "practiced" you should be with it and you can cast faster, hit harder, heal better, etc.
+1 agreed.. EQ touched on that briefly when it launched 15 years ago.. Remember when, "You become better at Evocation (104)".. or "You become better at Dodge (94)".. I enjoyed EQ that encouraged you to practice your skills to utilize them to their full potential.. Casters had to work on their 5 schools of magic, Tanks had to work on their skills, while Monks worked on (FD).. etc etc.. I wish over the years games improved on that start, instead of just making everything easy mode..
Originally posted by Kreedz
3. Dynamic Armours that affect the way you play your characters. For instance, I could be wearing a heavy chestplate, with leather boots and gloves. My body will be protected but my hands and feet are more vulnerable but at the same time I can move and attack faster because I'm not restricted by wearing a heavier type of armour on those parts of my body, but my combo attacks might be slower because the heavy chestplate restricts quick successive moves.
+1.. I wish the wearing and use of Armor did have more effect on the Character.. The more plate you wore, the slower you moved, etc.. I remember when encumbrance actually mattered in the game, as so did Stamina..
Originally posted by eyelolled
2: body mass / shape encumbrances and strength / dexterity modifiers - If you are a skinny armed girly girl with 48DDD and heels, you should not be able to run as fast as the modestly endowed characters. That being said, I also think a person with a suit of armor is not going to run as fast as the cloth wearing berserker.
+1.. This goes hand in hand with the above too.. Your character creation should effect your abilities and potential.. I remember when your character strength made a difference.. A "hobbit" was not going to be running around with full plate armor.. They just didn't have the physical strength and fortitude to do so.. However, a barbarian, ogre or dwarf was more suitable to be a warrior..
You gain skill points as you level and you use them to purchase whatever skills you want. I would place a limit of 12 skill choices, which also consist of passives. This system would also allow a more open choice in the outcome of skill use. Skills can be combined with other skills to form new skills. Combined skills will take 50% of the effects of the skills combined. Personally I like to keep most CC separate from damage to maximize their effect. With this method a damage skill can be combined with a CC skill and reduced potential, thus having actual drawbacks. Combining skills will also change the visual of said skills.
Each skill would also contain modifier slots which can increase a statistic of the skill such as: range, aoe size, damage/heal, CC duration, life steal, etc. With this method you could create a skill with lifesteal knowing that by doing this you sacrifice some other modifier.
Upon selecting a skill you will be able to select from different graphical presentations of that skill. You will be able to design your own look for how your character engages in combat.
2: Open World with Open World problems
Most of the world would be open to player manipulation. Build a small shack and live there. Build a keep for your guild or faction. Defend your structures from attacking NPC's. Farm or hunt for food and supplies. Find a method of obtaining currency because there is zero questing. You may accept a task for currency from some NPC's but most of the work will be obtained from other players.
Work could consist of: mining ore, building a structure, escorting a caravan, farming, crafting an item, etc. If you choose not to work maybe exploring and creating maps to sell is more your style. You could raid small PC or NPC villages to gain wealth.
3. Faction Based Game Play Including PvP
There are 4+ factions which consist of a small town on a large map. You spread your faction as you see fit, building new towns along the way, until you come into contact with another faction. Conflict will exist over land and resources. Each faction will have its own theme and styles of combat including a steampunk faction, classic fantasy faction, undead faction, insect faction. Each faction will contain mechanics that separate them from the rest including: first person shooter aimed combat, tab targeting combat, pheromone chemical scent trails, technology, siege mode, exotic resource based casting etc.
An example of exotic resource based casting, the undead would draw upon whatever life force that exists around them to cast spells. Undead have no life force so they have none to draw upon, so vegetation and even the victim of the spell would have some life force drawn out of them to power the undeads spell. This life force has to be in close proximity or you can not draw upon it. Once the life force of the immediate area has been depleted, you can no longer cast and must move. After a period of time the life force of an area is restored.
There are 4+ factions which consist of a small town on a large map. You spread your faction as you see fit, building new towns along the way, until you come into contact with another faction. Conflict will exist over land and resources. Each faction will have its own theme and styles of combat including a steampunk faction, classic fantasy faction, undead faction, insect faction. Each faction will contain mechanics that separate them from the rest including: first person shooter aimed combat, tab targeting combat, pheromone chemical scent trails, technology, siege mode, exotic resource based casting etc.
An example of exotic resource based casting, the undead would draw upon whatever life force that exists around them to cast spells. Undead have no life force so they have none to draw upon, so vegetation and even the victim of the spell would have some life force drawn out of them to power the undeads spell. This life force has to be in close proximity or you can not draw upon it. Once the life force of the immediate area has been depleted, you can no longer cast and must move. After a period of time the life force of an area is restored.
Multi-factions is an idea I've been promoting for a while now myself.
My concept is based on 5 factions in a large open world
Each zone speaks it's own dialect (players cannot initially communicate with other factions)
Each zone has resources either specific to the zone or in more abundance than other zones.
As a factions you the player get to vote on who to ally or war with (on a monthly basis for example).
After one month 2 factions will join forces against the other 3. Each month there must be at least one change in alliances and always 2 against 3.
This constant, ever changing geography of allies/foes would be an exciting addition to an MMO.
You can learn another factions language from NPS's when exploring allied zones so you can communicate with your allies.
When an alliance is formed you gain access to trade routes to buy/sell with them
Faction controlled dungeons open/close based on who you're aligned with.
There are 4+ factions which consist of a small town on a large map. You spread your faction as you see fit, building new towns along the way, until you come into contact with another faction. Conflict will exist over land and resources. Each faction will have its own theme and styles of combat including a steampunk faction, classic fantasy faction, undead faction, insect faction. Each faction will contain mechanics that separate them from the rest including: first person shooter aimed combat, tab targeting combat, pheromone chemical scent trails, technology, siege mode, exotic resource based casting etc.
An example of exotic resource based casting, the undead would draw upon whatever life force that exists around them to cast spells. Undead have no life force so they have none to draw upon, so vegetation and even the victim of the spell would have some life force drawn out of them to power the undeads spell. This life force has to be in close proximity or you can not draw upon it. Once the life force of the immediate area has been depleted, you can no longer cast and must move. After a period of time the life force of an area is restored.
Multi-factions is an idea I've been promoting for a while now myself.
My concept is based on 5 factions in a large open world
Each zone speaks it's own dialect (players cannot initially communicate with other factions)
Each zone has resources either specific to the zone or in more abundance than other zones.
As a factions you the player get to vote on who to ally or war with (on a monthly basis for example).
After one month 2 factions will join forces against the other 3. Each month there must be at least one change in alliances and always 2 against 3.
This constant, ever changing geography of allies/foes would be an exciting addition to an MMO.
You can learn another factions language from NPS's when exploring allied zones so you can communicate with your allies.
When an alliance is formed you gain access to trade routes to buy/sell with them
Faction controlled dungeons open/close based on who you're aligned with.
and the list goes on...
I was using factions more as a method of giving out theme and a different style of play. Most games use factions simply as sources of political struggle. There is no arguing politics or religion with the undead. I want to keep politics inside the faction itself, guilds vying for power within the faction which becomes its own game. Outside factions will always be considered enemies. This is why I only have two humanoid races which could learn each others language but I would have religion be the divide between them. The high fantasy faction would be a theocracy which would hold the opinion that the steam punk faction are heretics.
I want theme and mechanics to play a big role in the differentiation of factions. The steam punk side would have controls based on a first person shooter design where the the fantasy based faction would have controls similar to the standard tab targeting fantasy design. With this method the game feels much more action based as a steam punk member. The insect race would be a hybrid action combat but more focused on close quarters melee than the range based steam punk style. The undead would combine all faction aspects because their members would consist of all factions. The undead are different because they are required to steal life energy to maintain a physical presence. When something dies near an undead they can inhabit and animate that form and take on the abilities of what they inhabit as well as some core undead abilities. So when an undead drops in battle, if an enemy dies nearby, the undead can reanimate.
1) 500 skills to grind + golf and soccer for fun. 19 stats. No skill cap, 24 stat points per level. 926 levels. Stats determin what your character is good at.
2) Random dungeon with optional quests and optional over world quests too. No Token grinding. Terrafroming.
3) Massive acheivement system ranging from easy to near impossible. Including slaying and capturing monsters.
- Challenge: The game will be hard, every questline will be long-ish and will have at very least one boss that requires a special strategy to beat it. Many questlines will be quite long and have many bosses, especially at higher levels. Soloing will be possible, but will require strategies like consumeables and kiting, alternatively downtime. Dungeons and questlines of the same level are not possible or near impossible to solve solo, single quests and "daylies" are possible, though. Killing mobs will yield very little experience, as will success at certain out of combat actions (such as successful stealth, successful stealing etc). Main leveling will be through questing.
- Replayability: Players can create at least one douzen different characters, and there is also an option for a double account in which case you can play any two of two douzen characters together, probably with a friend (most often a spouse, probably). Players choose races, subraces, classes, subclasses at the start of the game for each of their characters. Each of these choices will have substantial impact on the character, and different characters will have very different abilities and will have to focus on different aspects of the battlesystem to succeed. Races will also influence other parts of the gameplay, for example darkelves might find themselves hated by all other races and will need diplomacy or deception to enter other races territories. There is no limitation as to which classes a race can play, which races a player can choose, and there are no enforced race wars. There is enough content on every level to level at least half a douzen characters to maxlevel without ever repeating a single quest. Quests will be highly randomized, so the location and monsters involved will change every time you do a quest, so even if you do the same quest twice you might hardly recognize it. There are often multiple ways to solve a quest.
- Cooperation: Every class has features that support grouping. For example many classes will have automatic group buffs that will apply to everyone in their group. Groups sizes of up to 12 people are supported. Raid forces of at least up to 60 people are supported. Guilds are supported. Guilds can form alliances with other guilds. All characters of guild members automatically join the same guild if the character joins with any of their characters; guild members always see the name of the main character as well as the current character name, people outside of the guild cant see that information. The game will have its own chat services for the current group or raid force - no external chat services are required. The game will have its own guild board, no external websites are required. Crafting will be available, complex, worthwhile and necessary for the best items in the game, but will on higher levels require support from a guild and will require cooperation between multiple crafting classes.
1) A prospecting type gathering sub-game like SWG or Ryzom. In a fantasy world it wouldn't make sense to prospect for wood so make it the same as now with wood nodes, iron nodes etc to make the standard item but to make an item with a special property also requires some gathered mana that you prospect for and extract like in SWG. The type and quality of the prospected component would effect the item e.g. green mana might have different healing effects depending on the type / quantity while red mana might have various damage effects. You could also change gear effects by redoing that crafting step with new mana e.g. a player might loot some chest armor with a weight reducing effect they don't need so they get a crafter to replace it with a resist poison effect instead.
2) Regional crafting - personally i find it boring to have the same recipes in every region and it would make crafting more interesting if each race/faction (including some of the non playable factions) had their own version of standard recipes plus some unique ones and also if some items were only craftable with drops from certain zones. So your crafter dude could wander the world picking up recipes from different factions and/or crafting fire arrows from drops in one zone and ice arrows from drops in another etc. Also each faction having their own weapon / armor / clothing styles. The stats on the gear might be the same or might not but they have their faction's style so a crafted orc sword would look different to a crafted elf sword even if they were the same item in game terms.
3) Make gear style a separate crafting element - this is connected to the above and means have the gear and the style of the gear as two separate things. For example each faction might have the same basic recipe for leather armor (maybe using different local components and giving slightly different stats) but the style is separate. So an elf crafter would know the elf style and craft elf style leather and an orc crafter would know the orc style and craft orc style leather - but you could also learn the other faction's styles - so you could learn the standard recipes and your faction's style in your home region and then travel around learning other faction's unique recipes and also their faction's styles so you could change gear's appearance from one style to another that you have learned.
What this would mean is instead of having a wardrobe option which other players see where your character looks cool and also a main character window on your character sheet where the player can see how bad their dude really looks in their mismatched random drop armor - instead if a player liked elf style leathers and had lots of random leather pieces they could hire a crafter to change all their mismatched leather armor pieces into elf style (if the crafter knows the elf style).
This would both create additional demand for crafters from other players and give crafters a natural kind of quest line to follow.
Comments
Yes!
Also, if your gameplay style shifts dramatically from say PvP to Crafting then your skills in PvP may decrease whilst your skills in Crafting increase (my equaliser example)
From my original post I'd like to clarify that using the same principle as the above example I would like to see a game with no classes, but rather your choice of class skills/professions to learn.
The more skilled/intelligent your character becomes opens more opportunities/points to learn.
As a very basic example, lets say that in game there are approx 1000 various Class Skills/Profession (crafting) available to learn ranging from magic spells to healing to weapon combat etc. After aquiring lower level skills/spells in that specific class tree then higher ones become available. You may have 100 Points available to use to begin with. Over time and experience this may slightly increase. I would envisage weighing points where profession skills may equal 1 point each but Class skills = 2 points each.
You could opt to fully make your character a crafter with almost no fighting ability, or, a full blown Tank with some lower side abilities or a combination of numerous hybrids. An assassin with increased defensive skills or a hunter with some magic spells.
This to me is a true character sandbox.
1: Free Form Skill System
You gain skill points as you level and you use them to purchase whatever skills you want. I would place a limit of 12 skill choices, which also consist of passives. This system would also allow a more open choice in the outcome of skill use. Skills can be combined with other skills to form new skills. Combined skills will take 50% of the effects of the skills combined. Personally I like to keep most CC separate from damage to maximize their effect. With this method a damage skill can be combined with a CC skill and reduced potential, thus having actual drawbacks. Combining skills will also change the visual of said skills.
Each skill would also contain modifier slots which can increase a statistic of the skill such as: range, aoe size, damage/heal, CC duration, life steal, etc. With this method you could create a skill with lifesteal knowing that by doing this you sacrifice some other modifier.
Upon selecting a skill you will be able to select from different graphical presentations of that skill. You will be able to design your own look for how your character engages in combat.
2: Open World with Open World problems
Most of the world would be open to player manipulation. Build a small shack and live there. Build a keep for your guild or faction. Defend your structures from attacking NPC's. Farm or hunt for food and supplies. Find a method of obtaining currency because there is zero questing. You may accept a task for currency from some NPC's but most of the work will be obtained from other players.
Work could consist of: mining ore, building a structure, escorting a caravan, farming, crafting an item, etc. If you choose not to work maybe exploring and creating maps to sell is more your style. You could raid small PC or NPC villages to gain wealth.
3. Faction Based Game Play Including PvP
There are 4+ factions which consist of a small town on a large map. You spread your faction as you see fit, building new towns along the way, until you come into contact with another faction. Conflict will exist over land and resources. Each faction will have its own theme and styles of combat including a steampunk faction, classic fantasy faction, undead faction, insect faction. Each faction will contain mechanics that separate them from the rest including: first person shooter aimed combat, tab targeting combat, pheromone chemical scent trails, technology, siege mode, exotic resource based casting etc.
An example of exotic resource based casting, the undead would draw upon whatever life force that exists around them to cast spells. Undead have no life force so they have none to draw upon, so vegetation and even the victim of the spell would have some life force drawn out of them to power the undeads spell. This life force has to be in close proximity or you can not draw upon it. Once the life force of the immediate area has been depleted, you can no longer cast and must move. After a period of time the life force of an area is restored.
Multi-factions is an idea I've been promoting for a while now myself.
My concept is based on 5 factions in a large open world
Each zone speaks it's own dialect (players cannot initially communicate with other factions)
Each zone has resources either specific to the zone or in more abundance than other zones.
As a factions you the player get to vote on who to ally or war with (on a monthly basis for example).
After one month 2 factions will join forces against the other 3. Each month there must be at least one change in alliances and always 2 against 3.
This constant, ever changing geography of allies/foes would be an exciting addition to an MMO.
You can learn another factions language from NPS's when exploring allied zones so you can communicate with your allies.
When an alliance is formed you gain access to trade routes to buy/sell with them
Faction controlled dungeons open/close based on who you're aligned with.
and the list goes on...
I was using factions more as a method of giving out theme and a different style of play. Most games use factions simply as sources of political struggle. There is no arguing politics or religion with the undead. I want to keep politics inside the faction itself, guilds vying for power within the faction which becomes its own game. Outside factions will always be considered enemies. This is why I only have two humanoid races which could learn each others language but I would have religion be the divide between them. The high fantasy faction would be a theocracy which would hold the opinion that the steam punk faction are heretics.
I want theme and mechanics to play a big role in the differentiation of factions. The steam punk side would have controls based on a first person shooter design where the the fantasy based faction would have controls similar to the standard tab targeting fantasy design. With this method the game feels much more action based as a steam punk member. The insect race would be a hybrid action combat but more focused on close quarters melee than the range based steam punk style. The undead would combine all faction aspects because their members would consist of all factions. The undead are different because they are required to steal life energy to maintain a physical presence. When something dies near an undead they can inhabit and animate that form and take on the abilities of what they inhabit as well as some core undead abilities. So when an undead drops in battle, if an enemy dies nearby, the undead can reanimate.
1) 500 skills to grind + golf and soccer for fun. 19 stats. No skill cap, 24 stat points per level. 926 levels. Stats determin what your character is good at.
2) Random dungeon with optional quests and optional over world quests too. No Token grinding. Terrafroming.
3) Massive acheivement system ranging from easy to near impossible. Including slaying and capturing monsters.
This isn't a signature, you just think it is.
1) Open world structure
2) Class / progression / pvp system that puts skill as the determining factor in any outcome.
3) Intuitive way to develop that eliminate the need for grinding.
8 years and counting addicted to
Avalon: The Legend Lives - the longest running online RPG in history
- Challenge: The game will be hard, every questline will be long-ish and will have at very least one boss that requires a special strategy to beat it. Many questlines will be quite long and have many bosses, especially at higher levels. Soloing will be possible, but will require strategies like consumeables and kiting, alternatively downtime. Dungeons and questlines of the same level are not possible or near impossible to solve solo, single quests and "daylies" are possible, though. Killing mobs will yield very little experience, as will success at certain out of combat actions (such as successful stealth, successful stealing etc). Main leveling will be through questing.
- Replayability: Players can create at least one douzen different characters, and there is also an option for a double account in which case you can play any two of two douzen characters together, probably with a friend (most often a spouse, probably). Players choose races, subraces, classes, subclasses at the start of the game for each of their characters. Each of these choices will have substantial impact on the character, and different characters will have very different abilities and will have to focus on different aspects of the battlesystem to succeed. Races will also influence other parts of the gameplay, for example darkelves might find themselves hated by all other races and will need diplomacy or deception to enter other races territories. There is no limitation as to which classes a race can play, which races a player can choose, and there are no enforced race wars. There is enough content on every level to level at least half a douzen characters to maxlevel without ever repeating a single quest. Quests will be highly randomized, so the location and monsters involved will change every time you do a quest, so even if you do the same quest twice you might hardly recognize it. There are often multiple ways to solve a quest.
- Cooperation: Every class has features that support grouping. For example many classes will have automatic group buffs that will apply to everyone in their group. Groups sizes of up to 12 people are supported. Raid forces of at least up to 60 people are supported. Guilds are supported. Guilds can form alliances with other guilds. All characters of guild members automatically join the same guild if the character joins with any of their characters; guild members always see the name of the main character as well as the current character name, people outside of the guild cant see that information. The game will have its own chat services for the current group or raid force - no external chat services are required. The game will have its own guild board, no external websites are required. Crafting will be available, complex, worthwhile and necessary for the best items in the game, but will on higher levels require support from a guild and will require cooperation between multiple crafting classes.
1. 101 % freedom in all aspects of the game.
2. 101 % upen world, and dark map for exploring.
3. 101 % All randomist adventure based areas, and no holding hand's.
Too many so just the crafting top 3 (for me):
1) A prospecting type gathering sub-game like SWG or Ryzom. In a fantasy world it wouldn't make sense to prospect for wood so make it the same as now with wood nodes, iron nodes etc to make the standard item but to make an item with a special property also requires some gathered mana that you prospect for and extract like in SWG. The type and quality of the prospected component would effect the item e.g. green mana might have different healing effects depending on the type / quantity while red mana might have various damage effects. You could also change gear effects by redoing that crafting step with new mana e.g. a player might loot some chest armor with a weight reducing effect they don't need so they get a crafter to replace it with a resist poison effect instead.
2) Regional crafting - personally i find it boring to have the same recipes in every region and it would make crafting more interesting if each race/faction (including some of the non playable factions) had their own version of standard recipes plus some unique ones and also if some items were only craftable with drops from certain zones. So your crafter dude could wander the world picking up recipes from different factions and/or crafting fire arrows from drops in one zone and ice arrows from drops in another etc. Also each faction having their own weapon / armor / clothing styles. The stats on the gear might be the same or might not but they have their faction's style so a crafted orc sword would look different to a crafted elf sword even if they were the same item in game terms.
3) Make gear style a separate crafting element - this is connected to the above and means have the gear and the style of the gear as two separate things. For example each faction might have the same basic recipe for leather armor (maybe using different local components and giving slightly different stats) but the style is separate. So an elf crafter would know the elf style and craft elf style leather and an orc crafter would know the orc style and craft orc style leather - but you could also learn the other faction's styles - so you could learn the standard recipes and your faction's style in your home region and then travel around learning other faction's unique recipes and also their faction's styles so you could change gear's appearance from one style to another that you have learned.
What this would mean is instead of having a wardrobe option which other players see where your character looks cool and also a main character window on your character sheet where the player can see how bad their dude really looks in their mismatched random drop armor - instead if a player liked elf style leathers and had lots of random leather pieces they could hire a crafter to change all their mismatched leather armor pieces into elf style (if the crafter knows the elf style).
This would both create additional demand for crafters from other players and give crafters a natural kind of quest line to follow.
Good crafting system
Game on land and underwater
Good drops
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