![]() Aug 15 2004, 8:27 am
In response to Goz
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Any of you ever played peregreine city right here in good ol' beyond? It is like dawn but without the combat.
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Alot of good ideas go to waste... like mine cause i'm not that great at coding. But i could give you all thousands of great ideas.
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I am currently producing a game, I wont say its a MMORPG becaus i think that term is overused. Any way heres what I have planned tell me what you think:
-There are 2 areas -When you start out your in the first area, and when you get "strong enough" you can try to get a "key" to the second area -the 2 areas are basically the same except for combat -the first area has you knocked out when you lose a battle you lose money and end up in a bed somewhere(havent decided this yet) -the second area wil have actual death and when you die you drop every thing and end up back in the first area well thats it so far but nothing is set in stone so changes will be made any comments/suggestions/criticism will be appreciated <=P |
Also what would you thinks of items/weapons that could provide random counter attacks? or an item/weapon/shield that would cause a status change or damage to the attacker?
just some ideas to toss around... |
Asguard wrote:
Sounds like a horribly overused concept for a MMORPG. Why not add something different, such as spell crafting between all of the elementals ... fire, water, earth, storm, and wind. Mix 3 of these "rune elementals", and what you get is a spell! Fire, fire, fire would create some sort of "Fireball" spell, where was fire, fire, wind would create something such as "Fire Vortex". It's that simple. I was actually thinking of being able to combine certain elemental spells but not all spells because i'd have to set it up so that you could combine almost anything with hundreds of combinations and such which i dont really want to do. --Goz |
DeathAwaitsU wrote:
And what you've described there is RuneScape. Tisk tisk, you are saying my outline is basically runescape? --Goz |
Maybe for spell-mixing, you could give each spell point values. When a new spell creation has a correct amount of elemental points with one, it can then become another spell down the line and if it opens up more than one spell ability, it gives the player the option to choose which way the spell takes it's elemental direction.
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I've thought about this for awhile, when a player logs out their icon is left on the map in a sleeping icon state until they log back in,they can be killed when they sleep so they are forced to find a hidden spot so they can logout, so what do you guys think of this idea?
--Arthaso |
Just as long as hiding places are actually secure, and not just hidden. There's nothing more annoying than logging in one day to discover somebody found your character's hiding spot and killed them 100 times.
Hedgerow Hall had a decent method; if you just log out, your mob is left in the world for a certain amount of time (after that it disappears). However, you can return to a certain place that allows you to log out immediately, so the mob doesn't stick around. |
Crispy wrote:
Just as long as hiding places are actually secure, and not just hidden. There's nothing more annoying than logging in one day to discover somebody found your character's hiding spot and killed them 100 times. Well once that character was killed it wouldnt re-apear until the next time you where logged in. Hedgerow Hall had a decent method; if you just log out, your mob is left in the world for a certain amount of time (after that it disappears). However, you can return to a certain place that allows you to log out immediately, so the mob doesn't stick around. Ill take this into consideration. --Arthaso |
Arthaso wrote:
Well once that character was killed it wouldnt re-apear until the next time you where logged in. That'd be okay I guess, just as long as the penalties for dying are slight (or non-existent). It'd be much nicer if it disappeared after a certain amount of time, though. |
Crispy wrote:
That'd be okay I guess, just as long as the penalties for dying are slight (or non-existent). It'd be much nicer if it disappeared after a certain amount of time, though. Well what i was thinking is when you first log out your player is not able to be killed so people arent just prowling waiting for people to logout for easy kills, Then after about 5 minutes pass your player is killable, then after 2 minutes the mob is deleted and you are safe. --Arthaso |