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Overview: Goals & Objectives

By @Mr.Nobody
    2021-08-30 20:24:53.856Z2023-12-19 18:41:01.560Z

    Long list of the most important ideas, to help users get a feeling for the project and dive into what interests them the most:

    Stats, Talents, Items, Builds

    • Easier stats: Avoid things like "5 hit rating" and other terms that arent transparent about what they do. Use simple indicators like "+5% chance to hit" and simple stats on enemies "this boss has +50% dodge". Let players play, don't make players solve math equations to understand their items or skills. [to do]

    • Talent Trees using a system of advantages+disadvantages: Each talent should give an advantage and a disadvantage. This way talents can have more impactful modifiers without being OP, and also allows talent-builds to be more diverse (Ex.: replace a +5% armor talent with +50% armor with -50% dodge). https://how-to-make-a-good-mmorpg.talkyard.net/-17/how-to-create-interesting-talentsupgrades

    • Avoid Meta Builds: Whenever possible allow players to pick the talents, weapons and play style they prefer to build their heroes as they like (Examples.: never punish warriors for picking a 2h weapon or dual wielding, don't require talents like [sword specialization] for using certain weapons). [to do]

    • Level up items: like an item? keep it with you longer. Items gather "souls" from the enemies slain. When a benchmark is reached, boss-fight materials can be gathered to upgrade the item into the next power-range. https://how-to-make-a-good-mmorpg.talkyard.net/-21/how-to-make-items-more-relevant-in-mmo-rpgs

    • Multiple specializations (builds) using the same items: Have base-items (which hold base-stats) and allow their enhancements to be swapped on-the-fly to adapt to different situations. For example: Instead of a player having 5 different item builds, player has 1 armor set with 5 different "settings" that can be live-swapped (less inventory management and easier to go back to previous seasons). These Item-enhancements use different slots than the items themselves, similar to how item-sockets work in games like Diablo 2. Objective: swap the item, but keep the enhancements. Easier inventory management. [to do]

    • Enhancements on Items/weapons (like enchantments) could be temporary, to force players to revisit dungeons/places more often and/or reward lower level players for farming those regions. These items are requested to lower level players and generate 'quests' to fetch those items for gold. More on this in the section about economy.

    • Temporary Legendary items, which allows for much higher stats (MUCH MUCH higher) but are restricted to a maximum number of players at a time, and disappear after a period of time (30 days or season duration), allowing for massive OP items and allowing everyone a chance at the spotlight from time-to-time. https://how-to-make-a-good-mmorpg.talkyard.net/-25/how-to-implement-legendary-items

    Combat

    Economy, AH | Economy-Driven Quests vs 'Real' Quests

    World Building, World Quests and Dungeons

    • Bigger zones, each with multiple levels of difficulty: easy near roads, for newbies and low level players, more dangerous as the players go deeper. i want every level of player to share the same zones and meet eacho-other more often. https://how-to-make-a-good-mmorpg.talkyard.net/-15/how-to-build-zones-that-feel-alive

    • Each season, different content opens up, that requires different approaches (fire resistance, frost resistance, etc). Less vertical progress, more horizontal progress. [to do]

    • Reward exploration by increasing loot value, rare mobs and rewards in areas that have been neglected by players. "Found a cave no one has been to in days? Congratz, it will have a rare encounter and lots of rare ore to mine." [to do]

    • Dungeons/Raids where different builds are rewarded. For example: One boss takes more damage from fire and/or big crits, next boss takes more damage from frost and/or fast/quick attacks. Objective is to avoid one build outshining others in every fight. [to do]

    Cities [unfinished]

    Create zones where different factions are at war, and allow the players to pick sides to decide how the zone will evolve. For example: Centaurs and Goblins could be at war in a region.
    Then allow the players to conquer and hold certain positions that, if held long enough can turn into a city.

    • Players can choose which faction to help and befriend it.
    • Players can start a city in the region, by fighting against the other faction (for example drive out goblins from a town, so the goblins retreat in a cave.
    • When that happens, the opposing faction (centaurs) automatically gets stronger and can't be driven out (as long as the city exists).
    • Lower power players will quest near cities, because of the safety they provide and the quests generated by higher level-player-residents.
    • which in turn helps keep the zone under control (ex.: keep the goblins in check).
    • Which helps the citizens not have to actively defend the city as often anymore.

    City Alignment System

    • Residents can vote on city alignments.
    • Each voting round can change the alignment by, for example, 5% or 10%.
    • Each ally brings an advantage/skill/crafting to the town, each enemy brings a disadvantage.
    • Players can also vote the alignment towards other city-controlled players.

    City Upgrades

    • Players can upgrade city guards, walls etc.
    • There upgrades cost an upkeep (every month).
    • So cities will look different based on the type of resource they produce.
    • Production is based on quests done by low lvl players in the area.
    • Quests which are published by high lvl players (city managers).

    Character Creation & Customization

    -=-=-=-

    Others

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    2. @Mr.Nobodypinned this topic 2021-08-30 20:25:03.552Z.