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Re: We need scripters with a lot of time and is good!!

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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
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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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
22 Jun 2014 05:25 PM
PM me for skype

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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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
22 Jun 2014 05:25 PM
Payments will be divided after its all done

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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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
22 Jun 2014 05:30 PM
Got builders and icon designers lol

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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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
22 Jun 2014 05:40 PM
so naw?

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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lateregistration is not online. lateregistration
Joined: 02 Apr 2013
Total Posts: 2630
22 Jun 2014 05:53 PM
u should script it
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Zlisc is not online. Zlisc
Joined: 23 Nov 2011
Total Posts: 2926
22 Jun 2014 05:58 PM
I would if I could

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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digimonpokemon is not online. digimonpokemon
Joined: 06 Jul 2008
Total Posts: 12675
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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lateregistration is not online. lateregistration
Joined: 02 Apr 2013
Total Posts: 2630
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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digimonpokemon is not online. digimonpokemon
Joined: 06 Jul 2008
Total Posts: 12675
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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digimonpokemon is not online. digimonpokemon
Joined: 06 Jul 2008
Total Posts: 12675
22 Jun 2014 06:23 PM
yeah, i spent a lot of time writing up this list...

and hating on fetch quests, haha
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