Post by adventurerus on Jun 4, 2014 11:46:22 GMT
So, I pretty much loved your idea of classes. The most awesome thing you mentioned was each player being unique. Although not quite achievable, as a lot of people will just follow other guy's builds, but still a great thing. How about making the crafting system something that helps to make characters even more different from each other?
DISCLAIMER: I don't know if ideas are bad, dumb, unoriginal, hard to implement, exploitable, boring, etc. If you've got a complaint, feel free to share your opinion. These are just my ideas, and this thread is only for (I hope, interesting) discussions. Also it might contain grammar and spelling mistakes, but English is not my mother tongue, so don't judje too strictly.
Here's what I've got:
Mold is just something to determine what armor piece you are creating (cuirass, greaves, etc.).
2. Selecting the material
(Iron, lead, tin, copper, bronze, llamonium, anything). The material determines armor's base rate. Just a number, like 500 that will be used in modified armor rate formulas that will then be used in damage formulas. Didn't think about that formula stuff, that's not the point. It also determines armor's minimum user level requirement.
3. Selecting the core
Cores give armor bonuses. Like +1 agi, + 2 str, or +15% damage, or 130% walking speed, or 25% chance to resist stun. Also each core modifies the base armor rate, (for example, if lead armor's base armor rate is 1000, and core gives +10% armor rate, it'll become 1100). Cores could be farmed from mobs (for instance llama dropping llama armor core), or bought (most simple ones, like 'begginers core' that gives +1 to every stat).
4. Crafting it all together
Now it's time to assemble all the materials. This requires possibly the first ability in the craft skill's tree: crafting (wow!). When crafted, armor spoils based on player's crafting abilities. If player's a begginner crafter and only has the first ability that makes him able to craft, he'll spoil armor's rate 20-30% (just an example), but if he's a more progressed crafter, he's probably got the ability that reduces the spoil to 0-10%. Also one can apply modifiers (optional), that reduce the spoil (like, -5% max., etc.). Also, if the core's got more than three effects, there is a chance of losing one, once again reduced by an ability and modifiers.
Buy one.
2. Make a hole in your armor
Use your awl. It's got a chance of failure. If you fail, you break your armor and get 'armor pieces' of it. It still remembers its properties, but you can't equip it. To repair the armor, you need to collect 50% (rounded to higher side) of materials (what I described in I.2) you used to craft the armor and a fixed money fee based on the material you used (e.g lead - 20k fee, iron - 10k fee, etc.). If it's a loot/reward/whatever non-craftable, you need to pay a number of money of its level.req*200 (or whatever, based on how valuable money is). You also lose the awl if you've broken the armor. There is no chance of spoil when repairing the armor. There is no ability needed to use an awl, although there are abilities in the craft line to decrease the breaking chance. The more holes you have already done the higher the armor break chance is. You can do up to 4 holes.
3. Find a stone
...But not just any stone, of course. Stones are things you need to insert into the holes you made with your awl. They could be enchanted. There are three types (tiers) of those stones. 1st tier (most common, bought (although, for a good price) in shops, randomly obtained from all veins) can only hold souls of tiny and small sizes. 2nd tier (rare boss drop) can hold simple modifiers and souls of medium and big sizes (and still holds everything 1st tier does). 3rd tier (reward for special instance quests) can hold everything.
4. Acquire a soul
First you need to buy a soul cylinder. They are all the same and just needed to contain souls. Then, you need to go to a mob, cast a 'soul catch' buff on yourself (the ability 'soul manipulation' from enchantment skill tree gives you it), and defeat a mob. There is a small chance to catch a soul at first, but it increases as you level up an ability. Some mobs may not have souls (?) Each soul's got two properties - type and size.
Type is determined by what race (theme, area, etc., like orc scouts-warriors-soldiers-archers all have 'orc' type, and flying chairs, candlesticks, crab ghosts all have 'ghost' type).
Size is determined by mob's level, stats, etc. So you don't get the same thing from killing a 1 hp first-mob-in-game non-attacking cabbages and a giant 1m hp hardest-boss-in-game pumpkin.
5. Modify the soul
Each soul type has got its own list of what bonuses it can give. For example, orc type can give +str and +stam OR +str and +int. You can only select one
These lists should supposedly be way larger and contain much more variety. They should go around one stat (for instance, orcs I have described give str mostly), but the stat could serve for different purpouses. Like if you are a warrior, you'd want str and stam as it gives you higher dmg and hp value and protection, but if you are a crafter you don't need stamina because you don't want to fight, but need str to mine faster and maybe be able to carry more goods. Stamina's no use for you, but int can come in handy for a crafter (faster crafting?)
Soul's size determines how much of the stat you gain. Like if you get a tiny soul from a cabbage, you'd get +1 to stats, determined by your chosen modification of vegetable type, but a great soul from the ultra pumpkin gives grand bonuses like +10.
6. Modify the stone (optional)
There are several items that are called modifiers (Yeah, I know I use the word 'modify' a lot, and there's already been 'modifiers' in crafting, but just couldn't find how else to call them). Some of them make the stone only usable in one armor piece (walking speed bonus only in boots, but protection bonus anywhere). An armor piece can only have one stone with a modifier. Modifiers are divided into simple and complex.
Simple modifiers add bonuses such as walking speed, status/element resistance, +protection, etc.
Complex modifiers add bonuses such as 'chance to inflict effect on a foe when damaged', 'increased coin/exp rate', etc.
Modifiers are rare mob drops.
7. Put the stone in your armor hole
No chance of failure. You can also take them from the armor using a crowbar, but it breaks your armor (see II.2).
It's armor repairing fee(see II.2)*refine level.
2. Get three random items
They are randomly chosen from a list, determined by your armor material. You get a quest to bring these items when you show an npc your armor.
3. Bring them all to the npc
...And he refines it. There is no chance of failure and you don't need an ability.
Refined items get a +x in their names. It increases their protection and gives +x to all their stat bonuses.
You can get it from a special npc if you have mining ability.
2. Go to a 'Sad miner'
He's located near the entrance to mining caves. If you have no license, he says nothing important. If you have the license, he says that he'd let you in, but the entrance is now blocked by a giant stone. A special explosive potion could help. He gives you a quest to find the materials and visit an alchemist. The materials are all collectible by a forager ability (miner skill tree). You give them all to the alchemist, he brews you a potion, you go back to the miner and now he teleports you to mining caves. (You need to complete the quest only once)
3. Mining caves
It's an instance area, meaning that only you and friends you invited there can see it, all other people will go to their own version of the caves. In the caves there are strong aggressive monsters a miner needs to bypass (run, hide, etc.), and veins, which drop ores and stuff and need to be destroyed with a pickaxe.
Foods are just usable items that give temporary buffs. Cooking skill will have abilities that unlock new dishes and enchance one's cooking abilities. Dishes need to be cooked in a simple way (like FO crafting, but with more ingridients). IDK why I even posted that idea anyone could think of, but just wanted to discuss it ^_^
Cooking adds more in-depths economy and just a nice touch to the game.
2. Titles
So mvp complained about the stat system, saying 'nobody would know I am a priest'. The title system would help to solve this problem. At first, you start with the novice title. Then, when, for example, you get healing to 10, you could get a 'novice healer' title. Then amateur, apprentice, average, master, grand master, god, etc. You could choose which title to show once you've unlocked one. People always see your title flying above your head.
Next up I'll probably change refining a lil' bit and think about some formula stuff.
DISCLAIMER: I don't know if ideas are bad, dumb, unoriginal, hard to implement, exploitable, boring, etc. If you've got a complaint, feel free to share your opinion. These are just my ideas, and this thread is only for (I hope, interesting) discussions. Also it might contain grammar and spelling mistakes, but English is not my mother tongue, so don't judje too strictly.
Here's what I've got:
I. Armor crafting
1. Selecting the moldMold is just something to determine what armor piece you are creating (cuirass, greaves, etc.).
2. Selecting the material
(Iron, lead, tin, copper, bronze, llamonium, anything). The material determines armor's base rate. Just a number, like 500 that will be used in modified armor rate formulas that will then be used in damage formulas. Didn't think about that formula stuff, that's not the point. It also determines armor's minimum user level requirement.
3. Selecting the core
Cores give armor bonuses. Like +1 agi, + 2 str, or +15% damage, or 130% walking speed, or 25% chance to resist stun. Also each core modifies the base armor rate, (for example, if lead armor's base armor rate is 1000, and core gives +10% armor rate, it'll become 1100). Cores could be farmed from mobs (for instance llama dropping llama armor core), or bought (most simple ones, like 'begginers core' that gives +1 to every stat).
4. Crafting it all together
Now it's time to assemble all the materials. This requires possibly the first ability in the craft skill's tree: crafting (wow!). When crafted, armor spoils based on player's crafting abilities. If player's a begginner crafter and only has the first ability that makes him able to craft, he'll spoil armor's rate 20-30% (just an example), but if he's a more progressed crafter, he's probably got the ability that reduces the spoil to 0-10%. Also one can apply modifiers (optional), that reduce the spoil (like, -5% max., etc.). Also, if the core's got more than three effects, there is a chance of losing one, once again reduced by an ability and modifiers.
II. Enchanting
1. Get an awlBuy one.
2. Make a hole in your armor
Use your awl. It's got a chance of failure. If you fail, you break your armor and get 'armor pieces' of it. It still remembers its properties, but you can't equip it. To repair the armor, you need to collect 50% (rounded to higher side) of materials (what I described in I.2) you used to craft the armor and a fixed money fee based on the material you used (e.g lead - 20k fee, iron - 10k fee, etc.). If it's a loot/reward/whatever non-craftable, you need to pay a number of money of its level.req*200 (or whatever, based on how valuable money is). You also lose the awl if you've broken the armor. There is no chance of spoil when repairing the armor. There is no ability needed to use an awl, although there are abilities in the craft line to decrease the breaking chance. The more holes you have already done the higher the armor break chance is. You can do up to 4 holes.
3. Find a stone
...But not just any stone, of course. Stones are things you need to insert into the holes you made with your awl. They could be enchanted. There are three types (tiers) of those stones. 1st tier (most common, bought (although, for a good price) in shops, randomly obtained from all veins) can only hold souls of tiny and small sizes. 2nd tier (rare boss drop) can hold simple modifiers and souls of medium and big sizes (and still holds everything 1st tier does). 3rd tier (reward for special instance quests) can hold everything.
4. Acquire a soul
First you need to buy a soul cylinder. They are all the same and just needed to contain souls. Then, you need to go to a mob, cast a 'soul catch' buff on yourself (the ability 'soul manipulation' from enchantment skill tree gives you it), and defeat a mob. There is a small chance to catch a soul at first, but it increases as you level up an ability. Some mobs may not have souls (?) Each soul's got two properties - type and size.
Type is determined by what race (theme, area, etc., like orc scouts-warriors-soldiers-archers all have 'orc' type, and flying chairs, candlesticks, crab ghosts all have 'ghost' type).
Size is determined by mob's level, stats, etc. So you don't get the same thing from killing a 1 hp first-mob-in-game non-attacking cabbages and a giant 1m hp hardest-boss-in-game pumpkin.
5. Modify the soul
Each soul type has got its own list of what bonuses it can give. For example, orc type can give +str and +stam OR +str and +int. You can only select one
These lists should supposedly be way larger and contain much more variety. They should go around one stat (for instance, orcs I have described give str mostly), but the stat could serve for different purpouses. Like if you are a warrior, you'd want str and stam as it gives you higher dmg and hp value and protection, but if you are a crafter you don't need stamina because you don't want to fight, but need str to mine faster and maybe be able to carry more goods. Stamina's no use for you, but int can come in handy for a crafter (faster crafting?)
Soul's size determines how much of the stat you gain. Like if you get a tiny soul from a cabbage, you'd get +1 to stats, determined by your chosen modification of vegetable type, but a great soul from the ultra pumpkin gives grand bonuses like +10.
6. Modify the stone (optional)
There are several items that are called modifiers (Yeah, I know I use the word 'modify' a lot, and there's already been 'modifiers' in crafting, but just couldn't find how else to call them). Some of them make the stone only usable in one armor piece (walking speed bonus only in boots, but protection bonus anywhere). An armor piece can only have one stone with a modifier. Modifiers are divided into simple and complex.
Simple modifiers add bonuses such as walking speed, status/element resistance, +protection, etc.
Complex modifiers add bonuses such as 'chance to inflict effect on a foe when damaged', 'increased coin/exp rate', etc.
Modifiers are rare mob drops.
7. Put the stone in your armor hole
No chance of failure. You can also take them from the armor using a crowbar, but it breaks your armor (see II.2).
III. Refining
1. Get an amount of moneyIt's armor repairing fee(see II.2)*refine level.
2. Get three random items
They are randomly chosen from a list, determined by your armor material. You get a quest to bring these items when you show an npc your armor.
3. Bring them all to the npc
...And he refines it. There is no chance of failure and you don't need an ability.
Refined items get a +x in their names. It increases their protection and gives +x to all their stat bonuses.
IV. Mining
1. Get a miner's licenseYou can get it from a special npc if you have mining ability.
2. Go to a 'Sad miner'
He's located near the entrance to mining caves. If you have no license, he says nothing important. If you have the license, he says that he'd let you in, but the entrance is now blocked by a giant stone. A special explosive potion could help. He gives you a quest to find the materials and visit an alchemist. The materials are all collectible by a forager ability (miner skill tree). You give them all to the alchemist, he brews you a potion, you go back to the miner and now he teleports you to mining caves. (You need to complete the quest only once)
3. Mining caves
It's an instance area, meaning that only you and friends you invited there can see it, all other people will go to their own version of the caves. In the caves there are strong aggressive monsters a miner needs to bypass (run, hide, etc.), and veins, which drop ores and stuff and need to be destroyed with a pickaxe.
V. Story
1. Better quests (than in FO and all usual RPG'S)
Not just 'go there, kill that' and 'get x of these'. When you accept a quest, you shall be ready to embark on an adventure, not just do some more monotone grinding. Ragnarok online had cool quests. With their big world, you needed to find series of npc's, solve riddles, etc. to get deeper into the story. Although I remember very few people doing quests, because RO had really grind-oriented level up system, and nobody cared about them... Pitily, they were great. But that's not the point. If there are a lot of these quests (maybe, very little in size), that would make the gameplay and story and everything unique and interesting.
2. Cat
Not a cat, of course, but something big, hard and impossible to accomplish for new players, but seemingly accessible. Like the cat in FO. When I first entered MC I saw that cat, I didn't even look at his HP, just tried to kick his butt. And then he did me like 1000+ damage in one blow, which was a lot for me these days. I was taken aback. 'Killed by a little cat? Am I THAT weak?'. I went back to grinding, almost forgotten about the cat. Rebirthed, reached a high level, and went to MC. To finally show him. And I did it. After, I sat there in Mirabella, remembering good old days when I couldn't even do him any damage. Sighed, and went back to monotone grindnig. So that's it. Stuff like that feels cool. Having a purpose is really great. It's like in Megaman X, when in the beginning you are being owned by that robot (Vile), then collect all upgrades and weapons throughout the game and finally defeat him. Cool.
Not just 'go there, kill that' and 'get x of these'. When you accept a quest, you shall be ready to embark on an adventure, not just do some more monotone grinding. Ragnarok online had cool quests. With their big world, you needed to find series of npc's, solve riddles, etc. to get deeper into the story. Although I remember very few people doing quests, because RO had really grind-oriented level up system, and nobody cared about them... Pitily, they were great. But that's not the point. If there are a lot of these quests (maybe, very little in size), that would make the gameplay and story and everything unique and interesting.
2. Cat
Not a cat, of course, but something big, hard and impossible to accomplish for new players, but seemingly accessible. Like the cat in FO. When I first entered MC I saw that cat, I didn't even look at his HP, just tried to kick his butt. And then he did me like 1000+ damage in one blow, which was a lot for me these days. I was taken aback. 'Killed by a little cat? Am I THAT weak?'. I went back to grinding, almost forgotten about the cat. Rebirthed, reached a high level, and went to MC. To finally show him. And I did it. After, I sat there in Mirabella, remembering good old days when I couldn't even do him any damage. Sighed, and went back to monotone grindnig. So that's it. Stuff like that feels cool. Having a purpose is really great. It's like in Megaman X, when in the beginning you are being owned by that robot (Vile), then collect all upgrades and weapons throughout the game and finally defeat him. Cool.
VI. Random ideas
1. CookingFoods are just usable items that give temporary buffs. Cooking skill will have abilities that unlock new dishes and enchance one's cooking abilities. Dishes need to be cooked in a simple way (like FO crafting, but with more ingridients). IDK why I even posted that idea anyone could think of, but just wanted to discuss it ^_^
Cooking adds more in-depths economy and just a nice touch to the game.
2. Titles
So mvp complained about the stat system, saying 'nobody would know I am a priest'. The title system would help to solve this problem. At first, you start with the novice title. Then, when, for example, you get healing to 10, you could get a 'novice healer' title. Then amateur, apprentice, average, master, grand master, god, etc. You could choose which title to show once you've unlocked one. People always see your title flying above your head.
Next up I'll probably change refining a lil' bit and think about some formula stuff.