Greetings fellow Hivers, map-makers, and RPG-lovers.
I am currently working on a project called; "The Sin War RPG".
And I have several idea's that I want to implement into the game.
All I want is your opinion, do you like the idea?, how can I improve it?
Or why would it not work?.
Basically I wish to make a RPG that is (in my eyes) ideal.
For each thing that I find annoying in a RPG,
I thought of a solution.
1. Ever played a RPG for the first time and have it somewhat
ruined by players that are (coincidently) high LVL?
Or do you want to do the end boss, but everyone
who joins is way below your LVL?
Solution:
The entire game is split in 4 main maps, and 4 raid maps
(1 for each main map). The maps have a specific LVL-range
(1-20, 20-40, 40-60, 60-75). Because of that you will
always be (kind off) grouped with players from around
your LVL. Also If you want to do the raid instead of grinding,
then you can! Simply by hosting the raid map.
2. Ever had that you can not get a group together
on battle-net, and can not save in single-player?
Or that you just want to grind a little?
Solution:
You can!.
The Sin Wars RPG has a solo-playability. So no more long
waits on Battle-net just so that you can grind.
However note that as soon as you enter a cheat,
the game will end, so no time to save your game.
3. Ever got bored since you kinda know what your
class's skills are and all? Or that you feel that your class is very
one-sided and not flexible at all?
Solution:
Each class has either 2-3 sets of spells, or a range of
selectable utility skill that have a passive effect
and an active effect.
This means that each class can be played in either 3 way's
(each a focussed spec)
Or you can quickly switch while in combat and play as a hybrid!
As for utility spells;
-each spell set grants 1,
-classes with only 1 spell set can choose between
4 utility spells. These range from handy survival spells, to group beneficial auras.
4. Ever had that you look exactly the same as everyone
else that is the same class? or that you look the same on low LVL
as on high LVL?
Solution:
Equipment is shown in The Sin Wars RPG.
Also each class is flexible in equipment choice.
By that I mean;
you can be a tanking Templar, a Dps Templar, or a healing one.
And your entire team will be able to tell the difference between the 3
just by looking at your armour.
Classes that lack different spell sets will have the effects of their
skills depend on multiple stats (or at least more often)
meaning that even they will look different!
5. Ever felt that your supportive/healer role is not
praised by your group?
Are people like;
"If I die it is the healers fault, not mine!"
Or when they do get healed;
"Duh!, that is his job right, nothing special."?
Solution:
A lot of the supportive spells are AOE!
Not all of course, but most of them will be.
Therefore you get a feeling of cooperation.
For example:
"The Druid used his spores of nature......it's the healing effect!
EVERYONE WHO NEEDS HEALING JUMP IN!!!, Thanks druid, just what
we needed."
Or in the case of debuffs:
"The Voidstalker used his arcane chain spell, everyone wait till the
enemies are clustered.... NOW EVERYONE USE AOE SPELLS!!!,
thx voidstalker that made dealing with mobs a lot easier"
I aim to create a game that stimulates group play, a game that has
those high-five moments as a party's experimental combo works.
6. Ever done a raid with strangers, and had
a fight about the loot? or that you need to do a raid multiple
times, just because people reserved the loot?
Or worse!, that you end a raid thinking it did not benefit
you?
Solution:
There are honour points, these points are gained
by doing raids and by completing the optional challenges in a raid.
These points can be spend in raids for special loot!
At the end of a boss-fight, each player can buy loot with his
own points. naturally better loot costs more honour points.
The amount of points gained works like this:
defeating a boss grants a set amount of points,
completing 1 or several challenge(s) will award bonus points.
So no more ninja looting in difficult raids, thus more trust among
raid members who do not know each other (yet).
It makes raid loot efficient, as you can:
1. pick the loot you want, so no more praying for a drop
2. see what more a boss has to offer, making raids re-playable
3. no more useless raids that offer no rewards!!!
I hope that you like these Idea's,
please comment what you think about them
Thanks in advance,
Vlad727
I am currently working on a project called; "The Sin War RPG".
And I have several idea's that I want to implement into the game.
All I want is your opinion, do you like the idea?, how can I improve it?
Or why would it not work?.
Basically I wish to make a RPG that is (in my eyes) ideal.
For each thing that I find annoying in a RPG,
I thought of a solution.
1. Ever played a RPG for the first time and have it somewhat
ruined by players that are (coincidently) high LVL?
Or do you want to do the end boss, but everyone
who joins is way below your LVL?
Solution:
The entire game is split in 4 main maps, and 4 raid maps
(1 for each main map). The maps have a specific LVL-range
(1-20, 20-40, 40-60, 60-75). Because of that you will
always be (kind off) grouped with players from around
your LVL. Also If you want to do the raid instead of grinding,
then you can! Simply by hosting the raid map.
2. Ever had that you can not get a group together
on battle-net, and can not save in single-player?
Or that you just want to grind a little?
Solution:
You can!.
The Sin Wars RPG has a solo-playability. So no more long
waits on Battle-net just so that you can grind.
However note that as soon as you enter a cheat,
the game will end, so no time to save your game.
3. Ever got bored since you kinda know what your
class's skills are and all? Or that you feel that your class is very
one-sided and not flexible at all?
Solution:
Each class has either 2-3 sets of spells, or a range of
selectable utility skill that have a passive effect
and an active effect.
This means that each class can be played in either 3 way's
(each a focussed spec)
Or you can quickly switch while in combat and play as a hybrid!
As for utility spells;
-each spell set grants 1,
-classes with only 1 spell set can choose between
4 utility spells. These range from handy survival spells, to group beneficial auras.
4. Ever had that you look exactly the same as everyone
else that is the same class? or that you look the same on low LVL
as on high LVL?
Solution:
Equipment is shown in The Sin Wars RPG.
Also each class is flexible in equipment choice.
By that I mean;
you can be a tanking Templar, a Dps Templar, or a healing one.
And your entire team will be able to tell the difference between the 3
just by looking at your armour.
Classes that lack different spell sets will have the effects of their
skills depend on multiple stats (or at least more often)
meaning that even they will look different!
5. Ever felt that your supportive/healer role is not
praised by your group?
Are people like;
"If I die it is the healers fault, not mine!"
Or when they do get healed;
"Duh!, that is his job right, nothing special."?
Solution:
A lot of the supportive spells are AOE!
Not all of course, but most of them will be.
Therefore you get a feeling of cooperation.
For example:
"The Druid used his spores of nature......it's the healing effect!
EVERYONE WHO NEEDS HEALING JUMP IN!!!, Thanks druid, just what
we needed."
Or in the case of debuffs:
"The Voidstalker used his arcane chain spell, everyone wait till the
enemies are clustered.... NOW EVERYONE USE AOE SPELLS!!!,
thx voidstalker that made dealing with mobs a lot easier"
I aim to create a game that stimulates group play, a game that has
those high-five moments as a party's experimental combo works.
6. Ever done a raid with strangers, and had
a fight about the loot? or that you need to do a raid multiple
times, just because people reserved the loot?
Or worse!, that you end a raid thinking it did not benefit
you?
Solution:
There are honour points, these points are gained
by doing raids and by completing the optional challenges in a raid.
These points can be spend in raids for special loot!
At the end of a boss-fight, each player can buy loot with his
own points. naturally better loot costs more honour points.
The amount of points gained works like this:
defeating a boss grants a set amount of points,
completing 1 or several challenge(s) will award bonus points.
So no more ninja looting in difficult raids, thus more trust among
raid members who do not know each other (yet).
It makes raid loot efficient, as you can:
1. pick the loot you want, so no more praying for a drop
2. see what more a boss has to offer, making raids re-playable
3. no more useless raids that offer no rewards!!!
I hope that you like these Idea's,
please comment what you think about them
Thanks in advance,
Vlad727