Zlisc
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| Joined: 23 Nov 2011 |
| Total Posts: 2926 |
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| 22 Jun 2014 05:24 PM |
Hello, We are making a giant MMO RPG and we need scripters, we need a lead and other devs, here is what we have in mind: Project name: Project Online (unless we find something else lol) No fetch quests No backtracking Multiple things that can happen in a quest Variability in quest types Try to eliminate camping Everyone gets their own loot and experience Events level with players World events can be anywhere Worlds can change if world events happen Exploration is rewarding If you complete region explorations, then you get EXP bonus and loot
Weapon based skill weapon Every race, every class, every profession, every organization, etc. has different skills for same weapon category Swap between 2 weapon types at any time Different skills for different slot types, ex. Dual wielding goes Kirito because you have 1 skill unique to one hand, and a different to the other, as well as 3 slots for dual wield Skill based Underwater combat, with a unique skill bar Branching storyline, ex. Quests lock if you do one method or another
Details Specific weapons have specific skills If you die, and have a high enough restoration skill, can revive on the spot. Else, you have to use a potion. Bosses also do not instantly regenerate health, and must regenerate health slowly.
Animals, characters, whatever, have animations, specific to them in a generalization. (Race / type / NPC class share animations)
Very variablistic cooking, crafting, player-made uniques, etc. Collectors’ items. Can infinitely stack, deposit into banks seamlessly, etc. Well categorized Each item crafted, will reduce your crafting speed of the next time you make it by ¼ if you’re a master, 1/6 if you’re an expert, 1/7th if you’re a journeyman, 1/8th if you’re an adept, or whatever, all the way to 1/10th for novices Discovering recipes helps more than finding it in the world Resources aren’t too hard to get. Dyes, allow for recoloring Guild universal bank, Guild armors, and emblems if possible, In World PvP, if you belong to a Guild-Clan, you may raise your flag over a fort, under your faction’s flag. Get really good soundtrack PvP: instant teleportation to lobby, has a short tutorial, and is a hub. Unique PvP stats, everyone starts at same level, and has no advantages, only way you CAN have an advantage is by building your traits in the lobby. Reset after the battle, but you get rewarded for it. World PvP has lots of PvE, dungeons to raid, buildings to destroy, siege weapons = smart, but can also attack the door with your weapons Cannot buy siege weapons, must construct them When you win, major bonuses to your faction until world PvP starts again Party queuing Trading system Focus on making different faces for characters Lots and lots of armor variation MASSIVE world Minigames LOTS of lore Players can become a sort of “boss” in dungeons, able to kill their own group members and create their own storyline for the dungeon.
Players have a significant impact on the world
Quests are in clusters, not too far from each other
Each specific ability has its own animations
Add in solo dungeons, but make multi player dungeons still more common
Jeremy Soule-istic soundtrack, (just make it really really good)
Add in NPC companions EXCLUSIVE to the player they’re with (No duplicates or respawns!)
Ability to create your own dungeons, and hook them up to add into the actual game, after moderation
Ability to cast some spells while moving
Pet battles
Focus on making the game last long. We need to add in features to make the game overall dynamic, and every playthrough not the same to a large degree. DO NOT LEAVE RESTRICTIONS ON CASTING, More WoW-ish, able to add 5 cast bars to use what you want.
KEEP USING TANK-HEALS-DPS
Have an aggro system, but make it not too important.
Have challenging things, make it hard and engaging, but not overwhelming too hard.
Archery mechanics work like skyrim, aim, draw bow, fire
No auto targeting, no autofire.
Avoiding attacks doesn’t hurt you, actually hitting makes you win, if you do it right.
Preview of how your character will look with no gear, low level gear, mid-game gear, and endgame gear in character creations
Never have those god damn freaking kill 10 this, collect 10 this, run back to quest giver, whoop dee doo. Have a damn reason behind every quest. No freaking do this because we told you to.
DO NOT EVER ADD FREAKING TALK TO THIS GUY, WHO TALKS YOU, AND MAKES YOU TALK TO THIS GUY, WHO MAKES YOU TALK TO THIS GUY, WHO MAKES YOU TALK TO THIS GUY, WHO MAKES YOU KILL 10 BOARS FOR NO FRINKING REASON.
Give PvP a reason to exist
Try to make everything very dynamic, no stereotypical grass plains with damn rabbits everywhere. Make mission instructions important.
Focus hard on gameplay mechanics
Enemies actually act like they’re fighting for their life, using every ability they can
Monsters generally become more dynamic, tougher, etc. Locations should be more exotic and dynamic the further into the story.
Very very very deep customization for skills you have.
Make grouping important, but not needed.
Focus on variety
Open world, sandbox-styled with player driven economy. Use Personal Servers to create non-instanced player homes.
Mounted Combat system.
Pets.
Ability to destroy items.
No MATS + MATS = WEAPON/ARMOR/WHATEVER, more of players working to create the armor, based on skill and dedication.
A sort of interaction skill. If a given user does crime too much, and kills too many friendly NPCs, and hunts down players, they’ll be declared a world enemy by the game.
Guilds can go to war with one another, or an NPC guild.
If you die in WORLD PvP, (Not instanced pvp like Battlegrounds), after you have attacked someone, 10% of your inventory, of the lowest worth, will be dropped. However, they cannot be garbage items. BUT if you kill someone in world pvp, you gain 10% of their money. However, the actual player doesn’t lose any money. However, their armor and weapons and whatever take durability damage, and cooldowns are added to all their abilities if done over and over.
If killed more than 3 times, area you may respawn in becomes progressively bigger.
Able to attack a player’s house.
Leveling actually gives you good rewards
HUD must be smooth, transitions, etc.
Use Skyrim-like Compass, tells you how and where to find things, like NPCs, or Quest Items, or whatever.
Get good sound effects, and sound overall
Try NOT to be very linear with anything
Focus on endgame content
Avoid classes, if we have to, be more ESO-ish, make the less cookie cutter, and more just a bonus to your start, although you can change later
As many cosmetic features as possible
Player-built towns
Public Co-Op, many quests drive it too, and sometimes made intentionally.
GW2ish “you got this little bit of heath left, godmodeic for a minute, but take 75% more damage, and if you’re not careful, you’ll die and have to start over”
Severe death penalties
Extensive crafting system.
Get more tixs the longer someone is in your game! Support here! http://www.roblox.com/Forum/ShowPost.aspx?PostID=125840239#125861039 |
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| 22 Jun 2014 06:04 PM |
| DO NOT EVER ADD FREAKING TALK TO THIS GUY, WHO TALKS YOU, AND MAKES YOU TALK TO THIS GUY, WHO MAKES YOU TALK TO THIS GUY, WHO MAKES YOU TALK TO THIS GUY, WHO MAKES YOU KILL 10 BOARS FOR NO FRINKING REASON. [2] |
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| 22 Jun 2014 06:09 PM |
uhh
If you die in WORLD PvP, (Not instanced pvp like Battlegrounds), after you have attacked someone, 10% of your inventory, of the lowest worth, will be dropped. However, they cannot be garbage items. BUT if you kill someone in world pvp, you gain 10% of their money. However, the actual player doesn’t lose any money. However, their armor and weapons and whatever take durability damage, and cooldowns are added to all their abilities if done over and over.
that will be sooo easy to abuse and just get money exponentially from. |
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| 22 Jun 2014 06:12 PM |
Well, we'd make it so you respawn very far away from wherever you died, just not in some insane crazy location.
Making it very hard for gold farmers to just run in, kill someone, and gain a lot of money really fast.
Plus, every time you die, your armor durability goes down. |
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