* The ability to attack anyone. (All npc's are available targets, although they eventually respawn)
* The ability to take anything from anyone any time (having a pick pocket skill will allow you to take items from players and npc's alike)
* Anti-Power leveling (The game isn't just about who is level 89244002 with the Sword of Splosions)
* Blended Time Lines With reason (Swords and Guns kinda thing. Both are used because of bonuses. Think of the way our military carries guns and knives, and up the knife)
* Smart-Skills (Skills level up on use, not when the character levels up)
* Smart Level (Players attributes increase from past experience. I.e.: Get hit a lot? Your constitution increases, allowing you to take more damage. Use melee weapons a lot, but never use ranged weapons? Strength up. Dodge a lot? Dexterity up. Craft a lot? Dexterity and Intel up.)
* Interesting Enemies (Not all enemies are "Hit it till it ded!". Some enemies require certain strategies to kill. I.e.: Goblins are immune to all damage unless Magical or a weapon made from Cold Steel. Zombies can only be incapicated, and then must be burned before they rise again. Some enemies (human for the must part) can be slashed or shot to death, but not all enemies can.)
* Players Finally have Real effects! (Ex: A lot of crimes in a kingdom? In time, guards will increase, as will fines for crimes. When crime decreases everything returns to normal, but the next time crime returns to that high level, the guards are much more faster acting, so guards come slightly faster. Ex2: You ambush a caravan going between 2 cities, delivering weapons. The city does not recieve it's shipment, so all the shopkeepers raise their prices (slightly, so that not everyone raids caravans to raise the prices. Caravans would also be highly guarded, requiring a coordinated attack by players.
* Not-so-much Button Mashing Combat (attacks have a cool down time before using them again, but players have many special combat abilities, allowing combat to be fast paced, but not repetative)
* Players Make Cities (Parties can grow into guilds, which grow into crews, which grow into villages, which grow into town, which grow into cities, which grow into kingdoms. When the party has made a city, they begin gaining npc's that they can use to help them. Ex: A blacksmith comes to the player's village, giving them a 5% discount, and being in the player's village for easy blacksmithing needs, so the player's don't have to go into town. What kind of NPC's that come are random, so not everyone with a town has a blacksmith, tailor, and gunsmith. The more expansion a town has, the more things are available. Eventually, towns can hire mercenaries to protect it, which can become permanent police, which are under the player's beck and call. These police can be upgraded to better enforce the town's laws.)
* Fully Customizable Players (You choose everything about him/her. The way you play your character builds and improves him, so you're not just waiting to get the ability at the end of a quest, or to level up, or to get 5 more gold to train. Using Psychic abilities often will grant you more abilities. Using the same weapon throughout the game will grant you bonuses with that weapon, as you get more familiar with it's weight and power.
* Non Leveling Weapons (When you use a weapon, you don't use it until you reach level 10, and then get a better one. Every weapon in the game, from the weapon you start with, from the weapons found in quests, have their bonuses and drawbacks. Why use a longsword when you have a claymore? Well, a longsword weighs less, allowing you to carry more. It's also faster swinging, so you can attack more. Why use a claymore then? Because a claymore has more power, and the blade is wider, allowing the player to put more runes to enhance it. Why use a pistol when you have an assault rifle? Pistols are faster reloading, and lighter. The ammo for a pistol also weighs less, allowing you to carry more. Why use the Rifle then? A rifle carries a higher clip, so you don't have to reload as often, although when you do, it may take a while. The rifle also does more damage. However, rifle bullets weigh more, and so not as many can be carried. Every weapon is usefull at every level and power.
* All Original Source Code (I've looked at libs and demos, but only that. There is not a single piece of copy and pasted code. All that's in the game is my own, or help from the forums. Anyone who has helped me with my code problems has been added to a list of credits. Thanks A LOT guys.)
* Atmosphere (The npc's aren't so much static dialogue. Recent events will have them gossiping. The whole world is dark and gritty feeling, giving the game the "Cyber-Punk" feel, but also a good "Fantasy" feel as well.
And Finally...
* Non Repetative Quests (Every 3 days, a new quest will be added, removing the previous one. Each player that goes through the quest will recieve a completely unique item, with a unique icon, unique stats, and unique abilities. Therefor, this prevents the multiplying "Sword of Eternity" problem that other games have. Each quest brings a treasure, not a copy of a treasure. The quests will continue as long as there are players. I'm running the server on another computer on my connection, so that it will always be up, and, unlike this one, I won't have to reboot near or close out.)
This sound alright? How many people can I expect to play this? I fully intend to do all of this, and have already gotten a good start. I'm not setting my sights too high, because I'll persue this until it's done. I have all the time I need.
ID:152522
Jul 11 2006, 5:29 am
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In response to Vito Stolidus
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I have all summer, and I'm getting my GED, so I'll have all the time I need to make this.
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Sounds like a Morrowind Fan Game.But it sounds good.
What's it gonna be called and when can we expect it? Can I help you with it? btw-This is the best game idea i've heard in all the time I've been on BYOND. -Meta |
In response to Metamorphman
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I'd like some Icon and mapping help, but almost everyone does :P Even if no one helps with those things, I'll get around to it myself. I'm fully prepared to be the only person working on this until I need testers.
I have the coding down, I can do anything I have listed here, maybe with a little forum and F1 help here and there when I get stuck. Anyone who'd like to help is more than welcome to pitch in, obviously landing you a credits spot, displayed when anyone logs in. As for a release date? I can't really say. The closer I get though, I'll give one. |
In response to Pakbaum
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Grrreat!I'd love to help!!I can code and do a little iconing!GFX,too
If yo have MSN My MSN: [email protected] If you dont...well.....then just reply on the forums |
In response to Metamorphman
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The words "Completely Generic Multiplayer Online RPG" come to mind.
In other words, it doesn't sound like anything new. But I doubt that'll effect the number of players. |
Sounds like a lot of things that are either already implimented, or will be implimented in Maeva. You definitely want to plan HOW you're going to accomplish things like this though, before you try to get in there and just "make it work".
Something huge to consider, also, is what is the gameplay going to be like? Are people going to want to play your game because of how it plays, or just because it has all these things you're talking about? Personally, a goblin is a goblin is a sack of meat waiting to be beaten open for gold and experience. People are used to that, and expect that, and simple or not, I think everyone enjoys a good goblin smashing. Nice graphics are always a plus, but what amazes me more than good icons is good technique and use of those icons. I kind of get sick of seeing every RPG on BYOND staying inside those 32x32 pixel prisons. pixel_x and pixel_y allow us to make large icons, or at least shift our icons to a position that makes more sense perspective-wise. There are plenty of developers who make incredible games, but their graphics are lacking. The games are still fun to play, but it's nice to have something easy on the eyes to look at while you play it. A big deal with your gameplay you mentioned below is "the ability to attack anyone". Maeva takes that exactly as you stated it, except it extends it also to anyone and anything. Obviously, this presents an incredible potential for people to ruin the gameplay. I would highly recommend some form of law-enforcement entity acting in your games to at least combat "crime". It makes it more fun for the "criminal" players to plan their attacks/thefts and it gives new players SOME hope of hanging on to their equipment. I, personally, have a big problem with MMORPGs that revolve around equipment and experience and how long you've been playing, but when you challenge someone to a duel, or you just screw up and die for some reason, you "respawn" WITH all your equipment. How much of a "badass" are you when you have virtually no penalty for losing? I could go on for hours just about that... but there's some tips for you, from my experience. |
In response to DerDragon
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Sounds like WoW.
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Pakbaum wrote:
* The ability to attack anyone. (All npc's are available targets, although they eventually respawn) This could get really annoying when players realize they can gang up to take down key/crucial NPCs or just PK. See UO. * The ability to take anything from anyone any time (having a pick pocket skill will allow you to take items from players and npc's alike) Again, this is likely to get annoying fast. If players can just lift hard earned gear, why bother going through all the trouble? Or, better yet, just roam in PK gangs * Anti-Power leveling (The game isn't just about who is level 89244002 with the Sword of Splosions) So no advancement? * Blended Time Lines With reason (Swords and Guns kinda thing. Both are used because of bonuses. Think of the way our military carries guns and knives, and up the knife) Would need to hear the actual plot.... * Smart-Skills (Skills level up on use, not when the character levels up) Macro time..... Actually, the use increase system is incredibly tedious and not terribly more fun than level grinding. Both are really poor substitutes for fun game content. * Smart Level (Players attributes increase from past experience. I.e.: Get hit a lot? Your constitution increases, allowing you to take more damage. Use melee weapons a lot, but never use ranged weapons? Strength up. Dodge a lot? Dexterity up. Craft a lot? Dexterity and Intel up.) How does this mesh with anti-powerlevelling? Expect lots of "training" and sparring. * Interesting Enemies (Not all enemies are "Hit it till it ded!". Some enemies require certain strategies to kill. I.e.: Goblins are immune to all damage unless Magical or a weapon made from Cold Steel. Zombies can only be incapicated, and then must be burned before they rise again. Some enemies (human for the must part) can be slashed or shot to death, but not all enemies can.) Could be fun. Could just require you to carry lots of crap. * Players Finally have Real effects! (Ex: A lot of crimes in a kingdom? In time, guards will increase, as will fines for crimes. When crime decreases everything returns to normal, but the next time crime returns to that high level, the guards are much more faster acting, so guards come slightly faster. Ex2: You ambush a caravan going between 2 cities, delivering weapons. The city does not recieve it's shipment, so all the shopkeepers raise their prices (slightly, so that not everyone raids caravans to raise the prices. Caravans would also be highly guarded, requiring a coordinated attack by players. Now this sounds promising. It also sounds more complex than is feasible in a first time, 1 man project. * Not-so-much Button Mashing Combat (attacks have a cool down time before using them again, but players have many special combat abilities, allowing combat to be fast paced, but not repetative) Not sure what this means. * Players Make Cities (Parties can grow into guilds, which grow into crews, which grow into villages, which grow into town, which grow into cities, which grow into kingdoms. When the party has made a city, they begin gaining npc's that they can use to help them. Ex: A blacksmith comes to the player's village, giving them a 5% discount, and being in the player's village for easy blacksmithing needs, so the player's don't have to go into town. What kind of NPC's that come are random, so not everyone with a town has a blacksmith, tailor, and gunsmith. The more expansion a town has, the more things are available. Eventually, towns can hire mercenaries to protect it, which can become permanent police, which are under the player's beck and call. These police can be upgraded to better enforce the town's laws.) Again, sounds good, but also will require a ton of work to be remotely convincing. * Fully Customizable Players (You choose everything about him/her. The way you play your character builds and improves him, so you're not just waiting to get the ability at the end of a quest, or to level up, or to get 5 more gold to train. Using Psychic abilities often will grant you more abilities. Using the same weapon throughout the game will grant you bonuses with that weapon, as you get more familiar with it's weight and power. Sounds repetitive and tedious. * Non Leveling Weapons ..... Balance is good. I actually really like the idea of 0 sum equipment (IE they all have equalizing strengths and weaknesses so there is no "best" gear) * All Original Source Code (I've looked at libs and demos, but only that. There is not a single piece of copy and pasted code. All that's in the game is my own, or help from the forums. Anyone who has helped me with my code problems has been added to a list of credits. Thanks A LOT guys.) Don't really care. If you use libs and demos, great. Why reinvent the wheel? So long as credit is given where due, of course. * Atmosphere (The npc's aren't so much static dialogue. Recent events will have them gossiping. The whole world is dark and gritty feeling, giving the game the "Cyber-Punk" feel, but also a good "Fantasy" feel as well. Again, big idea, small specifics. Cyber-punk and fantasy are two different genres that don't really tend to mesh well. Well, except maybe in Shadowrun.... And Finally... Repetitive quests are okay if they are fun. I question how you will add so much new content on a regular basis..... This sound alright? How many people can I expect to play this? I fully intend to do all of this, and have already gotten a good start. I'm not setting my sights too high, because I'll persue this until it's done. I have all the time I need. I don't know. Sounds pretty optimistic considering nothing is done. I wish you luck, though. Oh, and don't worry about players. Players will abuse and break anything you put in the game, and gripe about it. Then they will complain when you fix it. The sad truth is, players suck. (I say that only half seriously, of course. Okay, maybe 2/3.) |
In response to Jmurph
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Mysame wrote:
Sounds like WoW. Don't give World of Warcraft all the credit; it wasn't completely original. There were other MMORPGs before World of Warcraft, like EverQuest, and EverQuest was based off of Pen-and-Paper Roleplaying, I believe. Jmurph wrote: * Anti-Power leveling (The game isn't just about who is level 89244002 with the Sword of Splosions) So no advancement? He might mean there is a lower level cap, and you eventually work to get better skills, armor, weapons, etc. instead of to level. * Smart-Skills (Skills level up on use, not when the character levels up) They have both skill levelling and player leveling in EverQuest. It gives you a sense of accomplishment between levelling up, and if you use one type of fighting skill you are much more effective at it, but to use another skill you have to start all over. Okay, it is pretty tedious. * Smart Level (Players attributes increase from past experience. I.e.: Get hit a lot? Your constitution increases, allowing you to take more damage. Use melee weapons a lot, but never use ranged weapons? Strength up. Dodge a lot? Dexterity up. Craft a lot? Dexterity and Intel up.) Doesn't this go along with the "smart skills" thing? * Not-so-much Button Mashing Combat (attacks have a cool down time before using them again, but players have many special combat abilities, allowing combat to be fast paced, but not repetative) I think this might mean something like in Guild Wars where you select several skills/spells to use in combat. While doing your standard attacking stuff, you click the skill and it uses up some stamina or mana. It's a one-shot deal until it recharges and you can use it again. * Fully Customizable Players (You choose everything about him/her. The way you play your character builds and improves him, so you're not just waiting to get the ability at the end of a quest, or to level up, or to get 5 more gold to train. Using Psychic abilities often will grant you more abilities. Using the same weapon throughout the game will grant you bonuses with that weapon, as you get more familiar with it's weight and power. Yeah, customization isn't all it's cracked up to be when there are TOO many choices. You can spend a while customizing your character instead of playing the game. Players will abuse and break anything you put in the game, and gripe about it. Then they will complain when you fix it. The sad truth is, players suck. Amen to that, Jmurph. |
In response to Justin Knight
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Justin Knight wrote:
Don't give World of Warcraft all the credit; it wasn't completely original. In fact, WoW is not at all original. It's an Everquest clone, but unlike most clones (and like most of Blizzard's clones) it's better than the original. Blizzard's thing is copying existing games, changing the setting, and then polishing and refining them until they're perfect (or as close as they can get). That's not to rag on Blizzard - they make great games, and they do what they do really well. I'm just pointing out that their general strategy is to take proven formulas, polish them, give them that essential Blizzard touch, and proceed to make megabucks. =) When they innovate, they do so in a "safe" way, within existing frameworks. |
In response to Crispy
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WoW seems to take from almost every major MMORPG before its time. I really felt more UO in it than EQ. But you are right, they took what was good and made it better. EverQuest died out because it had good ideas that where not gracefully executed.
I have played 4 major MMORPGs in my time on computers. It started with UO, then moved to EverQuest...then promptly back to UO, then onto FFXI, spent some time in GuildWars(But it is not an MMORPG in the normal sense), and I currently find myself at home in WoW. Out of all of them, WoW seems to be the best polished and best themed. WoW takes a unique artistic style and turns it into gold. Everything in the world feels like it is from the same world, not meshed together from a million artists and programmers. As for the topic at hand: I generally like the ideas you have set forth, but there is a reason most of them have not been done. That reason is: What a pain to create and maintain. Yes, after the initial build, almost all of your time would be spend updating the game. Also, as already pointed out, PvP anywhere concept can easily turn south. Players are evil vile creatures who think of nothing but themselves. They will spare no effort to avoid putting effort into the game. They will group up for evil plots to keep the few good players down. You must keep this balanced! UO's method involved having guards appear out of no where and attack you as soon as you went into town. This worked out OK, but there where large bands of gangs that had players to do their shopping in town. So avoiding towns was easy. All they had to do is sit outside of town and wait for newbies to walk out. All you could do is run back into town. Theft from player to player is also a bad idea. Once again, players are evil vile creatures will spare no effort to avoid putting effort into the game. That includes botting to steal an item between two players until the skill has reached its max. At that time they can just walk in and clear a tavern of their hard earned loot. |
In response to Danial.Beta
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As for the PVP concept:
The PVP'ing has it's ups and downs. Yes, everyone is available to attack, but players bellow a certain level cannot be attack (Protecting new players against the "Lineage Syndrome" when level one's, upon entering the world, are shanked by a level 10 or so). Secondly, attacking npc's in some cities will be easier/harder than others. Going to one of two capital cities and open firing on a shopkeeper will have the guards sprinting towards you, and in the cap. cities, the guards are well equipped, and will either 1) Kill you 2) Imprison you (They have a Stun Rod weapon, allowing them to drain your stamina. Stamina + at 0 = Pass out, and if it's by a guard's stun rod, it imprison's you) 3)Run you out of town (I.e.: You run screaming from the guns blazing after you) As for the ganging up part, the more criminal activity the cities see, the more the city reacts. The more crimes that happen, the more the guards firepower goes up, the armor they use get's better, it takes less time to get to the offender(s), and overall better skilled, but all of this not by too much at one time. So the guards upgrade essentially, depending on the need for stronger guards because of crime. So the more attempted raids of people, the faster guards get there, and the better they are when they fight, simulating the increased police reaction you KNOW a town would be getting if innocents were being slaughtered on a daily basis. Of course, the npc's respawn, so the killing of one will earn you the annoyance of players wanting something from said NPC's. Player Theft: The players are required to have a high theft skill to take objects from others, and equipped objects are not available to steal. Also, you have to train a skill when you level, meaning you don't start with all the skills, you earn them with skill points, and get 1 at every level. You start the game with 50, each skill costing different amounts of skill points. Whenever you get the skill, you get a starting bonus to it depending on governing attributes. So the players have to spend the alloted amount to get the skill and train it to a decent level. As for the botting/macroing, the skill has a cool down timer of 2 minutes, and cannot be used until that time has passed, partially preventing those actions from being taken. Also, there is a world time out period, and is not affected by verbs being used. You must: 1) Use the chat verb or 2) Move Or be disconnected from the world. |
No, really, it looks like some good ideas... but how much time do you have on your hands? Some of that will take a lot of programming.
--Vito