Hi, I really like playing ORPGs, but I can't find any that I like. So I'll make a little wish list. Currently I'm playing with GUI and have developed a few "systems," but I'm thinking about making a simple map for anyone to play with basic terrain and systems. If you don't like it, then gtfo, I really don't care.
/shrug/
The purpose of this thread is to generate ideas, hash out ideas, and propose new ideas. I don't think I own these ideas, so if you want to make a game like this, please do. I'd love to play it. Feel free to comment with your opinions, but don't tell me what you don't like. I will ignore it.
These are things that I am currently working on to create.
AI
- option to create bots
- bots generate random level and random class
- bots will join race depending on pvp balancing, based on player count alone
- AI will grind until pvp level -- or if spawned at a very low level, will simply help users grind at safe areas throughout the game
Solo
- players can play 1 player maps
- anti-cheat feature enabled, however not perfect
- map will be open-source, so players can cheat if they want
GM
- player Red is GM
- GM is simply those who choose to host or those who choose to put themselves into that situation
- GM has the choice to see the entire map or to keep his/her game vanilla
- GM changes time at the beginning of game to match current time
- GM can kick cheaters
- GM determines server rules
- kicked users are sent to realm prison, where they can go back into the game if they want, but GM must return them -- they can also save while in prison, so they may leave without losing leveling.
RPG
- RPG is encouraged in game
- time goes by hours, so if the GM sets time to midnight, an hour will pass before 1 is hit
End Game
- Elite monsters that can only be killed by level 60 with group
- Elite monsters regenerate when killed every 15 minutes
- Elite monsters drop a huge variety of rare items
Guilds
- Guilds are created as versions of the map is updated
- Guilds are superficial
- Guild PVP may be in future editions but unlikely
Inventory
- 6 slot minimalist
- weapon, armor, useable item, quest slot (replaced with trinket at 60th quest), guild item, alliance item (determines allies)
- there are no "junk" items, unusable items are simply unusable and can't be resold
- all items on the map will disappear after five minutes of dropping
- looting system is player defined, GM may police it
Market
- Players may exchange gold
- Players may trade any items besides guild or alliance trinkets
Many races/classes/professions
- Races include unique stats/abilities
- Professions generate gold income, also level up
- race choice determines alliance
Leveling
- Levels are definite
- Grinding/Questing levels up character
- Going AFK in an inn gives exp. boost
- Food gives exp. boost
- Positive morale gives exp. boost
- Levels directly affect stats
- leveling takes a moderate amount of time
- one quest per level:
+ break down 10 quests per 10 level brackets
+ if all 10 quests are completed, user should be 65% towards next bracket
PVP
- Open world pvp
- 2 main alliances with lore conflict
- safe area, medium safe area, pvp area
- safe area can be invaded -- giving invaders exp.
- capture regions gives pvpers exp. but also the chance to reclaim land
- toggle pvp for lower levels besides level +45
- 60 levels
/shrug/
The purpose of this thread is to generate ideas, hash out ideas, and propose new ideas. I don't think I own these ideas, so if you want to make a game like this, please do. I'd love to play it. Feel free to comment with your opinions, but don't tell me what you don't like. I will ignore it.
These are things that I am currently working on to create.
AI
- option to create bots
- bots generate random level and random class
- bots will join race depending on pvp balancing, based on player count alone
- AI will grind until pvp level -- or if spawned at a very low level, will simply help users grind at safe areas throughout the game
Solo
- players can play 1 player maps
- anti-cheat feature enabled, however not perfect
- map will be open-source, so players can cheat if they want
GM
- player Red is GM
- GM is simply those who choose to host or those who choose to put themselves into that situation
- GM has the choice to see the entire map or to keep his/her game vanilla
- GM changes time at the beginning of game to match current time
- GM can kick cheaters
- GM determines server rules
- kicked users are sent to realm prison, where they can go back into the game if they want, but GM must return them -- they can also save while in prison, so they may leave without losing leveling.
RPG
- RPG is encouraged in game
- time goes by hours, so if the GM sets time to midnight, an hour will pass before 1 is hit
End Game
- Elite monsters that can only be killed by level 60 with group
- Elite monsters regenerate when killed every 15 minutes
- Elite monsters drop a huge variety of rare items
Guilds
- Guilds are created as versions of the map is updated
- Guilds are superficial
- Guild PVP may be in future editions but unlikely
Inventory
- 6 slot minimalist
- weapon, armor, useable item, quest slot (replaced with trinket at 60th quest), guild item, alliance item (determines allies)
- there are no "junk" items, unusable items are simply unusable and can't be resold
- all items on the map will disappear after five minutes of dropping
- looting system is player defined, GM may police it
Market
- Players may exchange gold
- Players may trade any items besides guild or alliance trinkets
Many races/classes/professions
- Races include unique stats/abilities
- Professions generate gold income, also level up
- race choice determines alliance
Leveling
- Levels are definite
- Grinding/Questing levels up character
- Going AFK in an inn gives exp. boost
- Food gives exp. boost
- Positive morale gives exp. boost
- Levels directly affect stats
- leveling takes a moderate amount of time
- one quest per level:
+ break down 10 quests per 10 level brackets
+ if all 10 quests are completed, user should be 65% towards next bracket
PVP
- Open world pvp
- 2 main alliances with lore conflict
- safe area, medium safe area, pvp area
- safe area can be invaded -- giving invaders exp.
- capture regions gives pvpers exp. but also the chance to reclaim land
- toggle pvp for lower levels besides level +45
- 60 levels